Contents

Psion

A common-robed woman studies the ground curiously as pebbles dance around her feet, signaling the giant's approach. The head of a hill giant crests a ridge, followed by its massive, animal skin-draped frame. The giant scoffs at the
puny woman. Digging into a cluster of nearby boulders, it wrenches one free and sends it skyward. The substantial chunk of earth sails through the air toward the woman. Then... it simply stops in mid-air. She smiles. The giant's confusion transitions into shock as the boulder speeds back in its direction.

The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, fathomless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.

Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards and dutifully copied his most heavily guarded archives. When the duke’s men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.

These heroes are all psions, followers of a strange and mysterious form of power. Psions shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Psions are incredibly rare, and most prefer to keep the
nature of their abilities secret.

Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.

The Will

The term Will is used to refer to someone's innate ability for psionics. A nomad with a wild talent is said to have the Will, while a noble who studies at an academy of the Way, but never learns more than the theory of psionics, clearly lacks the Will. To learn the Way, you must possess the desire to push yourself, master the forces within and be completely aware of the tiniest workings of body and mind.

The psion shapes, controls, harnesses, and utilizes the natural forces that infuse their being. This type of knowledge comes from long and intense meditation coupled with physical extremes. The psion finds enlightenment in both complete exhaustion and complete relaxation, in both pain and pleasure. The mind and body are only parts of a much greater unity. Indeed, discussing one without the other, as so many people do, seems nonsensical to a psion; they cannot be separated. The body produces energy and vitality, the mind gives it shape and reality.

Psion
Level Proficiency Bonus Features Talents Known Powers Known Augment 1 Augment 2 Augment 3 Augment 4 Augment 5
1st +2 Psionics, Psionic Order 2 2 2
2nd +2 Telepathy 2 3 2
3rd +2 2 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 _ 3 4 4 1
6th +3 Refocused Defense, Psionic Order Feature 3 4 4 2
7th +3 3 4 4 2
8th +3 Ability Score Improvement 3 5 4 2
9th +4 3 5 4 3 1
10th +4 Consumptive Power, Psionic Order Feature 4 5 4 3 2
11th +4 Dissociative Mind 4 6 4 3 2
12th +4 Ability Score Improvement 4 6 4 4 2
13th +5 4 6 4 4 3 1
14th +5 Psionic Order Feature 4 7 4 4 3 1
15th +5 4 7 4 4 3 1
16th +5 Ability Score Improvement 4 7 4 4 3 1
17th +6 Empowered Dissociation 4 8 4 4 4 1 1
18th +6 4 8 4 4 4 1 1
19th +6 Ability Score Improvement 4 8 4 4 4 1 1
20th +6 Transcendent Mind 4 9 4 4 4 2 1

The Way

The Way is the study of psionics. Many people may possess the Will, but unless they are schooled in the Way they will never do more than scratch the surface of their potential. The Way is to meditate on memories and the nature of memory itself, debate with your own fragmented personality, and delve into the dark recesses of your mind's convoluted corridors. Mastery of psionic powers arises from strict mental discipline developed over months and years of isolation, self-scrutiny, and subconscious discovery.

Many psions are loners, living at the edge of society. Most discover the secrets of their power through study of their own minds, vague references in tomes of lore or by ingratiating themselves to a master of the power. Above all else, however, psions must master themselves before mastering the invisible art. Once that occurs, they return to the world to practice their craft. Some psions prefer to remain isolated, but there are those who readily take to adventuring life.

Creating a Psion

When creating a psion, consider your character’s background. How did you become a psion?


What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?

Quick Build

You can make a psion quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.

Class Features

As a Psion, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per psion level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 5 + your Constitution modifier per psion level after 1st.

Proficiencies


  • Armor: Light Armor.
  • Weapons: Simple Weapons.
  • Tools: None.

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a spear or (b) a mace
  • (a) leather armor or (b) studded leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

Psionics

As a student of psionics, you can master and use psionic talents and powers, the rules for which appear at the end of this character description.

Talents

A psionic talent is a minor psionic effect you have mastered. At 1st level, you know two psionic talents of your choice (see the talent options later in this class description).

You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Psion table. Talents cannot be augmented like other psionic powers.

Psionic Augmentations

You have an internal reservoir of energy that can be devoted to psionic powers you know. This energy is represented by augmentations. Each psionic power describes effects you can create with it by spending a certain augmentation. A psionic talent cannot be augmented.

The Psion table shows how many augmentations you have at each level to augment your powers. The level of augments you have is based on your psion level, as shown on the Psion table. Finishing a long rest restores any expended augmentations.

Powers Known at 1st Level or Higher

You know two powers of your choice from the Psion power list. The Powers Known column of the Psion table shows when you learn more Psion powers of your choice from this feature. Additionally, when you gain a level in this class, you can choose one of the Psion powers you know from this feature and replace it with another power from the Psion power list.

Manifesting Ability

Intelligence is your manifesting ability for your Psion powers. You use your Intelligence whenever a power refers to your manifesting ability.


In addition, you use your Intelligence modifier when setting the saving throw DC for a Psion power you manifest and when making an attack roll with one.

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Power save DC = 8 + your proficiency bonus +
your Intelligence modifier

Power attack modifier = your proficiency bonus +
your Intelligence modifier

Psionic Order

At 1st level, you choose a Psionic Order: Order of the Egoist, Order of the Savant, Order of the Nomad, Order of the Seer, Order of the Shaper, or Order of the Telepath, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics and has developed unique talents suited to their orders. Your order grants you features when you choose it at 1st level and again at 6th, 10th, and 14th level.

Telepathy

At 2nd level, your mind awakens to the ability to communicate via telepathy.

You can telepathically speak to any creature you can see within 120 feet of you in this manner. 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. This communication is one way.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Refocus Defense

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 6th level, you can replace your proficiency in Wisdom saving throws whenever you finish a long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next long rest.

Consumptive Power

At 10th level, you gain the ability to sacrifice your life force in exchange for psionic power. When you augment a psionic power, you can choose not to expend an augmentation and instead take 2d10 psychic damage per level of augmentation and gain the benefits of that option. This damage can't be reduced or prevented in any way. Once you use this feature, you can’t use it again until you finish a long rest.

Dissociative Mind

You fracture your own psyche to split your focus to a limited degree. At 11th level, when you manifest a talent or power that requires concentration, you can manifest one additional talent or power requiring concentration. While your concentration is being used in this way, if you manifest a different talent or power that requires concentration, one of powers you are concentrating on ends (your choice).

If concentrating on two powers, neither power can be augmented.

Augmented Dissociation

Starting at 17th level, when you are concentrating on two powers, you can augment one or both, provided you have available augmentations. The augmentation you use for either power, must be no higher than an augmentation 2.

Transcendent Mind

At 20th level, choose two powers that you know. When you manifest these powers, you can use their augmentation 1 and augmentation 2 options without expending an augmentation.

Psionic Orders

A Psionic Order is an organization or group of psions who specialize in a specific philosophy and approach to psionics. These orders have developed unique talents suited to their orders themed around one of the six psionic disciplines.

Order of the Egoist

The Egoist uses psionic energy to augment and modify the physical form, heal grievous injuries, and affect the life force which flows through creatures. Followers of this order are sometimes referred to as Immortals.

Immortal-at-Arms

At 1st level, you can use psychic energy to graft armor to yourself, melding it into your body. It takes 1 hour to graft the armor. You gain proficiency with the chosen armor and a +1 bonus to Armor Class. You can remove the armor but must spend 1 hour releasing its psychic energy to do so.

Additionally, you can graft a one-handed weapon of your choice to the end of your arm, replacing your hand. The graft grants you proficiency with the chosen weapon. As a bonus action, you can dismiss the weapon, which melds into your arm, regaining the use of your hand. You can also invoke the weapon as a bonus action. Any powers or spells that affect weapons also affect your grafted weapon.

Psionic Infusion

Beginning at 1st level, you can use a bonus action to gain temporary hit points equal to 1d8 + your psion level. Hit points gained in this manner disappear after you finish a rest. Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack

Starting at 6th level, you can attack twice instead of once whenever you take the Attack Action on your turn.

Additionally, when you make a weapon attack, you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls.

Mystic Weapon

At 10th level, you gain the ability to infuse your weapon attacks with psychic energy. When you hit a creature with a weapon attack, you can choose to deal psychic damage instead of the weapon's normal damage type. Additionally, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.

When you reach 14th level, the damage increases to 2d8.

Immortal Resilience

Starting at 14th level, you can draw on your reserves of psionic power to regenerate wounds you have been dealt and even survive beyond death. At the start of each of your turns, as long as you have at least 1 hit point, you heal a number of hit points equal to your Intelligence modifier. Additionally, if you are reduced to 0 hit points, but not killed outright, you can expend an augmentation to immediately regain a number of hit points equal to 5 times the augmentation spent.

If you have no augmentations remaining, you instead remain at 0 hit points.

Order of the Nomad

A Nomad has harnessed psionic energy to create a higher understanding of reality's boundaries and which of those boundaries can be bent or even broken altogether. They have mastered using their minds to propel or displace creatures and objects through space or time as well as altering perceived space and time.

Distant Step

Starting when you choose this order at 1st level, when you use a power from the Nomad Discipline to teleport, you can double the distance you travel.

Alacritous Stride

While not wearing armor, your speed increases by 10 feet. Additionally, while in combat, you can use the Dash action as a bonus action.

Improvised Teleport

Starting at 6th level, when you use a teleport power with a range of self, you can choose to teleport another willing creature you can see within 30 feet of you instead. You can use this feature a number of times equal to your Intelligence modifier (minimum once). When you finish a long rest, you regain all expended uses.

Manifest Distancing

Starting at 10th level, you use residual psychic energy to move through space. When you manifest a power, you can forfeit up to 30 feet of your normal movement and teleport the distance forfeited to an unoccupied square you can see.

Retributive Step

Beginning at 14th level, whenever you take damage from a creature within 60 feet of you that you can see, you can use your reaction to force it to make an Intelligence saving throw.

On a failed save, the attacker takes psychic damage equal to the damage it just dealt. You then teleport to an unoccupied square within 30 feet of you that you can see. On a successful save, the attacker takes half as much psychic damage and you teleport as above.

Once you use this feature, you must finish a long rest before you can use it again.

Order of the Savant

Psions who specialize in psychokinesis are known as savants. They are the masters of powers that manipulate and transform matter and energy. Savants can attack with devastating blasts of energy.

Elemental Maven

Starting at first level, when you choose this order, whenever you manifest a power that does fire, cold, lightning, or thunder damage, you can choose to gain resistance to one of these damage types until the start of your next turn.

Savant's Grasp

You know the far hand talent, except its range is 60 feet.

Master Savant

Starting at 6th level, when you use a power from the Order of the Savant that is capable of only targeting one object or creature, you can also choose to target an additional object or creature with that power.

When you reach 14th level, you can choose to target up to three objects or creatures when you manifest a power from the Savant Discipline.

Potent Psionics

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any talent or power you manifest from the Savant discipline.

Amplified Destruction

Starting at 14th level, you unleash a psionic geyser of destructive power. When you manifest a talent or power that deals damage, you can expend up to your remaining augmentations to deal extra damage. The extra damage is of the same type as the talent or power you manifest and is equal to 2d8 times the number of augmentations you spend.

Once you have used this feature, you cannot use it again until you finish a long rest.

Order of the Seer

A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Premonition

Starting at 1st level, you get an overwhelming feeling about a creature's immediate future and call out just before it happens.

Once per turn, when you or a creature you can see within 30 feet of you makes an ability check, attack roll or a Dexterity saving throw, you can grant advantage to the roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the roll succeeds or fails. You can use this feature a number of times equal to your Intelligence modifier (minimum once). When you finish a long rest, you regain all expended uses.

Astral Sensor

Starting at 1st level when you choose this discipline, you can draw on ectoplasmic matter from the Astral Plane to create a semi-solid, spherical sensor about the size of an egg that hovers in the air. The sensor is capable of seeing and hearing in all directions. You mentally receive visual and auditory information from the sensor which has normal vision and darkvision out to a range of 30 feet.

As an action, you can move the sensor up to 30 feet in any direction. If you and the sensor are ever more than 100 feet apart, or the sensor is destroyed, it dissolves into ectoplasmic goo and you cannot create a new one until you have finished a long rest. The sensor has the following statistics:

  • Armor Class 13
  • Hit Points 11
  • Damage Immunities poison, psychic damage
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone, stunned, unconscious

Prescience

Beginning at 6th level, you gain glimpses of a battle's decisive moments and act to turn the tide. Once per turn, when a creature you can see within 30 feet of you is targeted with an attack, you can grant it an immediate reaction that it can use to take the Dodge action, move up to half its speed without provoking an opportunity attack, or make one weapon attack.

You can use this feature a number of times equal to your Intelligence modifier.

Improved Astral Sensor

At 10th level, as an action, you can use powers from the Order of the Seer through your astral sensor as if you were in its space.

Precognition

Starting at 14th level, you can share visions of the imminent future giving you and your allies the power to alter its course. Immediately after you or an ally you can see ends their turn, you can use your reaction to grant a new turn which replaces the first. For example, the cleric triggers a trapdoor and falls into a pit of acid, the fighter misses an attack, you fail a saving throw, or manifest a power a creature resists. Those outcomes can be redone and a new course of action taken.

Once you use this feature, you can't use it again until you finish a long rest.

Order of the Shaper

A psion specializing in metacreativity is known as a shaper. This order includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.

Creative Soul

When you choose this discipline at 1st level, you gain proficiency in one set of artisan's tools of your choice, and you learn the Minor Craft talent.

If you already know this talent, you can learn a different psion talent of your choice. The talent doesn't count against the number of talents known.

Additionally, when you finish a long rest, you can create a single, nonmagical item worth 5 gp or less from the Armor, Weapons, Adventuring Gear and Tools tables in the Player's Handbook.

Soul Crystal

You can create a special construct that is imbued with a fragment of your personality and a semblance of life. A soul crystal appears as a colorful, crystalline construct about the size of a large gemstone with spidery, ectoplasmic legs.

Appearing in an unoccupied space within 10 feet of you, your soul crystal always obeys your commands. See this creature's statistics in the Soul Crystal stat block.

In combat, it shares your initiative count acting at the start or end of your turn (your choice). If you do not give it a command, it will take the Dodge action on its turn. A soul crystal can't attack, but it can take other actions as normal. When the soul crystal drops to O hit points, it dissolves into ectoplasmic goo. You can't create another one until you finish a long rest.

A soul crystal can sense its environment as well as a creature with normal vision and hearing. Nonmagical and magical darkness have no effect on it, nor do areas of magical silence. A soul crystal’s senses extend out to 30 feet.

While your soul crystal is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can use your soul crystal's senses to see what it sees and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

A soul crystal grants you certain abilities at 1st level and again at 6th, 10th and 14th level.

At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Awakened Soul Crystal

Starting at 6th level, the range of telepathic communication between you and your soul crystal extends to 1 mile. Your soul crystal can act independently of you but still obeys your commands. When you manifest a power with a range of touch, your soul crystal can deliver the power as if it had manifest the power. Your soul crystal must be within 120 feet of you, and it must use its reaction to deliver the power when you manifest it. If the power requires an attack roll, you use your attack modifier for the roll.

Additionally, the soul crystal can serve as a conduit for telepathic communication between you and any creature that has a language and is within 30 feet of the soul crystal, while the soul crystal is also within 1 mile of you.

Empathic Bond

Beginning at 10th level, you and your soul crystal share a deep, empathic bond.

When you take damage, you can choose to transfer half the damage to your soul crystal.

Likewise, when you regain hit points, you can choose to transfer half the hit points to your soul crystal, repairing any damage to it.


Soul Crystal

Tiny Construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal the soul crystal's Constitution modifier + your Intelligence modifier + your level in this class
  • Speed 20 Climb 20ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Dex +4
  • Skills Perception +4, Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, cold, fire, psychic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses blindsight 30ft., passive Perception 10
  • Languages understands the languages you speak

Evasion. If the soul crystal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it is incapacitated.

Shared Proficiency. The following numbers increase by 1 when your proficiency bonus increases by 1: the soul crystal's skills and saving throw bonuses (above).

Reactions

Power Medium. Starting at 6th level, the soul crystal can deliver a power you manifest that has a range of touch. The soul crystal must be within 120 feet of you.

Crystal Avatar

Starting at 14th level, you can use a bonus action to temporarily discorporate your physical form and transfer your consciousness into your soul crystal. While in this form, the following rules apply:

  • Your game statistics are replaced by the statistics of the crystal avatar which grows to Medium size and resembles a crystalline humanoid. You retain your alignment, personality, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the crystal avatar.
  • In this form, you assume the avatar's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in avatar form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can manifest powers while in this form. Transforming doesn't break your concentration on a power you've already manifest, however, or prevent you from taking actions that are part of a power, such as reactive vigor, that you've already manifest. You retain the benefit of any features from your class, race, or other source and can use them.

This transformation last for 1 hour. You then revert to your normal form. You can use a bonus action to revert to your normal form earlier.

Once you use this feature, you can't use it again until you finish a long rest.


Crystal Avatar

Medium Construct, neutral


  • Armor Class 16 (natural armor)
  • Hit Points equal the crystal avatar's Constitution modifier + your Intelligence modifier + three times your level in this class
  • Speed (psion's) Fly 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Con +8, Cha +5
  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, cold, fire, psychic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses blindsight 30ft., darkvision 120ft., passive Perception 15
  • Languages those known by the psion

Psychic Strike. When your crystal avatar manifest a talent or power, it can make a slam attack as a bonus action.

Psionics Resistance. The crystal avatar has advantage on saves against psionics, and magical effects.

Magic Weapons. The crystal avatar's weapon attacks are magical.

Actions

Multiattack. The crystal avatar makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage plus (10) 3d6 psychic damage.

Shrapnel. Ranged Weapon Attack: +7 to hit, reach 10/30ft., one target. Hit 7 (2d4 + 2) piercing damage plus 10 (3d6) psychic damage.

Order of the Telepath

A psion who chooses the Order of the Telepath is known as a telepath. They are the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of their enemies with ease.

Starting at 1st level, you can use your action to forge a mental bond with a willing creature allowing you to communicate telepathically with each other. You don't need to share a language with the creature for the two of you to understand each other, but the creature must be able to understand at least one language or be telepathic itself.

Once linked, you are always aware of the creature's location and can perceive everything the creature senses.

This bond works over any distance as long as you and the creature remain on the same plane. Either you or the creature can sever this link at any time.

When you reach 6th level, you can use this feature to link with a number of willing creatures equal to your Intelligence modifier.

Intuition

At first level, you gain proficiency in the Wisdom (Insight) skill. If you are already proficient in this skill, your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Starting at 6th level, you can force your way into a creature's mind. As an action, you can force a creature that you can see or sense to make an Intelligence saving throw. On a failed save, you establish contact. You can communicate telepathically with the creature or remain a silent observer. Additionally, the creature has disadvantage on saving throws it makes against powers you manifest from the Telepathy Discipline which target it or include it in the area of effect.

Once linked, you are always aware of the creature's location and can perceive everything the creature senses. The creature can take actions, such as not speaking, closing its eyes, putting wax in its ears, or using psionics or magic to prevent revealing information to you.

This bond works over any distance as long as you and the creature remain on the same plane. Whether it is aware of you or not, the creature's subconscious attempts to root out your influence. The creature can repeat the saving throw each hour to break the link taking 2d6 psychic damage on a success. The link ends if you use this feature on another creature, become incapacitated, die, or voluntarily end it.

Once you have used this feature, you cannot use it again until you finish a long rest.

Tower of Iron Will

Starting at 10th level, whenever you make a Wisdom saving throw, you have advantage on the roll.

Additionally, you have resistance to psychic damage and can end one charmed, compulsion, or frightened effect on yourself as an action.


Nimble Minded

Starting at 14th level, when you manifest a talent or power from the Order of the Telepath that has a manifestation time of 1 action, you can do so as a bonus action. The target must be the same as the target of your Mind Link or Forced Link, and you can manifest a power using this feature even if no link was established.

Psionic Powers and Talents

Psionic talents and powers are the heart of a psion’s craft. They are the mental exercises and psionic formulae used to forge will into tangible effects. Psionic disciplines were each discovered by different orders and tend to reflect their creators’ specialties.

A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy. A psion can learn any power from any discipline regardless of its associated order.

Talents

A psionic talent is a minor psionic effect that can be manifested at will just like a power. A talent can't be augmented in the same way as a power, however.

Using a Power

Each psionic power has several ways you can use it, all contained in its description. The power specifies the type of action and augmentation options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a power.

Power Options and Augmentations

A psionic power is an effect whose base effect can be manifested at will. A psion can augment each of their powers by drawing on psionic energy. This is represented in the game by augmentations. Each power provides different options which call for a specific augmentation to be spent to increase a power's potency or achieve an entirely different effect altogether. If you wish to augment a power in this manner, you must expend the appropriate augmentation when you first use the power; you can’t decide to expend an augmentation once you see the power in action.

The word, Augmentation, appears above the power options. A number from 0 to 5 appears in front of each option. This number represents the augmentation required to use that option. If you don’t have the appropriate augmentation left, you can’t use the option.

Some options show a range of augmentations, rather than a single level, for instance, 0-4, or 1-3. To use that option, you must expend a level of augmentation within that range.

A lower power option can always be manifest using a higher augmentation. For example, you can expend an augmentation 3 to manifest an augmentation 1 or 2 option. Augmentations are not cumulative, unless specifically stated otherwise.

Finishing a long rest restores expended augmentations.

Display

When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, or visual. Some examples of these effects are given below.

A DM or player may wish to customize a display's specific effect for a particular campaign, NPC or character.

For instance, powers with a material display might cause a tracer of light to continuously circle the psion's head. Alternatively, a DM or player may decide displays do not fit their game and no display occurs when a power is manifested.

Auditory (Au). A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices.

Material (Ma). The area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates at the end of the round. This material is inert ectoplasmic seepage from the Astral Plane.

Mental (Me). A subtle chime rings once in the minds of creatures within 15 feet of either the psion or the subject (manifester’s option).

Visual (Vi). The manifester’s eyes burn like points of silver fire. If a power creates a visible affect that creatures can see, that effect is the visual display. For instance, astral construct forms a construct, and is the visible display for that power.

Duration

A power, or an effect option in a power, specifies how long its effect lasts (rounds, minutes, or hours).

Instantaneous. Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its effect exists only for an instant. If a duration isn't specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted in its description along with the maximum duration of the concentration. Concentrating on a power follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a power at the same time, nor can you concentrate on two powers at the same time, unless a specific rule states otherwise. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect

Psionic powers use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a power requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some powers require you to make an attack roll to determine whether the power’s effect hits its target. The attack roll uses your psionic ability.

Combining Psionic Effects

The effects of different psionic powers add together while the durations of the powers overlap. Likewise, different options from a psionic power combine if they are active at the same time. However, a specific option from a psionic power doesn’t combine with itself if the option is used multiple times.

Instead, the most potent effect—usually dependent on the augmentation used to create the effect— applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

Psionics–Magic Transparency

By default, all rules which apply to spells, apply to psionics, unless otherwise specified or the DM uses the variant Psionics Is Different option. This means, spells, magical abilities, and magic items that could potentially affect psionics do affect psionics. When reading a power or spell description, consider the two words interchangeable.

When the rule about psionics–magic transparency is in effect, it has the following ramifications. Magic resistance is effective against powers, using the same mechanics. Likewise, psionics resistance is effective against spells, using the same mechanics as magic resistance. If a creature has one kind of resistance, it is assumed to have the other.

All spells that dispel or counter magic have equal effect against an equivalent power (this is noted in the power's description) using the same mechanics, and vice versa. The spell detect magic detects powers, just as the detect psionics option of the third eye power. Dead magic and wild magic areas are also dead psionics and wild psionics areas.

Variant Option: Psionics Is Different

The standard psionics system treats psionic energy and magic as mutually and equally vulnerable to a dispel magic spell or a dissipate psionics power. Magic resistance protects against powers just as it protects against spells, while psionics resistance protects against spells as it does against powers. Likewise, spells that protect against mind-affecting effects work against mind-affecting powers and vice versa. There are many good reasons to treat psionics this way, but the primary one concerns game balance.

The core D&D game is already designed to handle magic in all its intricacies. Any system that strays too far from this balanced rule foundation runs the risk of becoming a “tacked-on” system that is not integrated with the rest of the game.

This kind of situation can add complexity to a campaign, however. Say you are playing a character using a new psionics system that is not integrated with magic, in a campaign designed exclusively for magic and spellcasters. When you appear on the scene, you are the lone psionic being in your region, or even in the world. Nothing can innately resist the alien energies of your mind (although saving throws still work normally). Of course, what’s good for the goose is good for the gander—to you, magic is the unstoppable alien energy that you cannot dispel with your powers or resist successfully. Your only viable options are to befriend a spellcaster or two or acquire magic items that offer some measure of protection against magic.

This section provides guidelines for differentiating between magic and psionics. Remember that this is an optional method of dealing with psionics, one that should be embraced only by a DM willing to do additional preparation between games to ensure balance.

Dispelling: Dispel magic has no effect when cast against any psionic power, ability, or item. Likewise, dissipate psionics is only so much noise and light when manifested against a spell, effect, or item.

Diminished Effect: Alternatively, dispel magic has a diminished effect on psionic powers, while dissipate psionics has a diminished effect on magic.


Instead of automatically dispelling effects of equal level or lower, or making an ability check to dispel higher level effects, an ability check is made each time one effect or the other is attempting to be dispelled. This check is made at disadvantage.

Mind-Affecting Spells and Powers: Spells and special abilities that protect the mind against enchantments don't protect against similar psionic effects. For instance, elves do not gain advantage on their Wisdom saves against a psionic charm effect that they do against a magical charm effect. Likewise, creatures protected from telepathy powers are vulnerable to enchantments.

Diminished Effect: Alternatively, creatures gain a +2 bonus on saving throws to resist either effect. For instance, elves would gain a +2 bonus on their Wisdom saving throws to resist telepathy powers.

Dead Magic/Null Psionic Areas: An antimagic field doesn't hinder psionics, nor does a null psionics field disrupt or suppress magic within its area.

Diminished Effect: Alternatively, psionics have a chance to be hindered in an area of dead magic, and vice versa. Each round, an opposing effect has only a 50% chance to remain unhindered. If hindered, it is considered suppressed for 1d4 rounds, then it becomes unhindered for the remaining duration of the power.

Magic Resistance and Psionics Resistance: A demon’s magic resistance is no good against even minor powers manifested by a 1st-level psionic character (although saving throws apply as normal). Especially powerful psionic creatures have psionics resistance, which works against targeted powers but is useless against targeted spells.

Diminished Effect: Alternatively, magic resistance works against powers, and psionics resistance works against spells, though in both cases the psionic resistance and magic resistance is a +2 bonus to saving throws against either effect.

Creature “Evolution”: In a world where psionic powers work but where magic resistance won’t protect against a power, powerful creatures must have both magic resistance and psionics resistance or quickly become extinct. The same can be said of psionic creatures with special protection against mental energies, but none against magic. Take advantage of the following modifications when using this option.

Similar to the diminished effect options described above, all creatures from the Monster Manual with magic resistance gain psionic resistance. All creatures in the Monster Manual with psionic abilities gain psionics resistance.

Multiclassing

  • Prerequisite: Intelligence 13
  • Proficiency: Light armor, simple weapons
Augmentations and Spell Slots

Augmentations work like spell slots in a sense, but are not spell slots. So, when multiclassing from a spellcasting class into the psion class or vice versa, you don't combine spell slots as you would when multiclassing between two spellcasting classes.

Psion Power List

This section describes the most common psionic powers in the world of Dungeons & Dragons. This section begins with psionic talents followed by psionic powers listed by the psionic order to which they belong. The remainder contains power descriptions listed in alphabetical order by the name of the power.

Talents
  • Cognitive Trance
  • Decipher
  • Dissemble
  • Distract
  • Empathy
  • Energy Beam
  • Far Hand
  • Flare
  • Force Strike
  • Minor Craft
  • Psionic Hammer
  • Retrieve
  • Shadow Dance
  • Thought Spear
  • Upend
Egoist
  • Adaptive Body
  • Augmented Weapon
  • Consuming Touch
  • Disjoin
  • Fighting Trance
  • Leech
  • Immortal Body
  • Indurate Skin
  • Metamorphosis
  • Psionic Beast
  • Reactive Vigor
  • Restorative Touch
Nomad
  • Assailing Teleport
  • Boundless Travel
  • Celerity
  • Defensive Step
  • Defy Gravity
  • Elemental Streak
  • Mental Leap
  • Passage
  • Pernicious Teleport
  • Planar Touch
  • Rift
  • Temporal Stutter
  • Temporal Trap
Savant
  • Concuss
  • Counter Psionics
  • Inertial Defense
  • Fulminant Mind
  • Kinetic Projection
  • Mindfire
  • Mind Over Matter
  • Puppeteer
  • Refraction
  • Repelling Mind
  • Resound
  • Static Shock
  • Telekinetic Riposte
  • Telekinesis
Seer
  • Beholder's Sight
  • Extrasensory Perception
  • Hypercognition
  • Incite Destiny
  • Revealing Eye
  • Third Eye
  • Total Recall
Shaper
  • Astral Weapon [To be added]
  • Astral Construct
  • Bolt
  • Defensive Constructs
  • Ectoplasmic Salvo
  • Entrapment
  • Ethereal Blade
  • Inner Light
  • Pike Ring
  • Sculpt
  • Shape Crystal
Telepath
  • Agonizing Feedback
  • Baneful Transfer
  • Constrain Psyche
  • Correspondence
  • Elicit Emotion
  • Enthrall
  • Harbinger
  • Implant
  • Inflict Psychosis
  • Invoke Anger
  • Invoke Fear
  • Knowledge Transference
  • Manipulate Memory
  • Mind Probe
  • Psionic Aegis
  • Psionic Assault
  • Psychic Chirurgery

Psion Powers

Adaptive Body

Egoist


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Vi
  • Duration: 1 hour - 8 hours (see text)

Your mind enhances your body's natural adaptability.

Augmentation.

0: Psionic energy provides you enough nourishment to sustain you without food for 1 day, though you still require water as normal.

1: Environmental Adaptation. You do not suffer the effects of extreme heat or cold. This effect last for 8 hours.

2: Aquatic Adaptation. For 1 hour, you gain the ability to breathe underwater in addition to a swim speed equal to your walking speed.

3: Caustic Adaptation. You touch up to three creatures that are poisoned and neutralize the poison, even if more than one poison afflicts the target. Additionally, you can grant resistance to poison damage and advantage on saving throws against poison to the creatures for 1 hour.

Alternatively, if you are subjected to an effect that deals poison damage, you instead take no damage and gain a number of hit points equal to half the damage you would have taken. You also can't be poisoned for the duration of this power which is 1 hour.

4: Energy Adaptation. Choose, acid, cold, fire, lightning, or thunder. You grant immunity against the chosen damage type to a number of creatures equal to your Intelligence modifier (minimum 1) for 1 hour.

Agonizing Feedback

Telepath


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Au, Me
  • Duration: Concentration, up to 1 minute

A release of telepathic energy and emotion, penetrates and overwhelms the minds of creatures in the area.

Augmentation.

0: . You telepathically stab the mind of your foe, causing it severe pain. The target must succeed on an Intelligence saving throw or take 2d4 psychic damage and grant advantage on the next attack against it.

1: Empathic Feedback. You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes 2d8 psychic damage. This damage is empathic in nature, so powers and abilities the attacker may have such as resistance don't lessen or change this damage.

2: Repercussive Feedback. If you take damage from a power or spell that has you as a target or includes you in the area of effect, you can use your reaction to make a ranged power attack against the manifester or spellcaster. On a hit, the target takes 5d8 psychic damage. If the target is concentrating on a spell, it has disadvantage on the saving throw made to maintain its concentration.

3: Mental Feedback. You telepathically reflect the hostility of nearby creatures in a 15-foot radius sphere of overwhelming, psychic energy centered on you. When you manifest this power, you can designate any number of creatures you can see to be unaffected by it. A creature that enters the area for the first time on a turn, or starts it turn there, must succeed on an Intelligence saving throw or be affected by the power.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10     Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2 - 6 The creature doesn't move or take actions this turn.
7 - 8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9 - 10 The creature can act and move normally.

An affected creature can repeat the saving throw at the end of each of its turns. If it succeeds, this effect ends for that target.

Assailing Teleport

Nomad


  • Manifesting Time: 1 reaction - 1 action (see text)
  • Range: Self; 30 feet (see text)
  • Display: Au, Ma
  • Duration: Instantaneous; Concentration, up to 1 minute

You have become adept at using teleportation as a weapon.

Augmentation.

0: You open a tiny portal in the direction of a creature within range and place a piece of ammunition into it (a bolt, an arrow, or bullet). Make a ranged power attack. On a hit, the target takes 1d10 of the ammunition's damage type.

1: Portal Strike. You open a one-way portal between you and an attacker causing an incoming attack to pass through the portal, miss you and strike another creature. When an attack misses you, you can use your reaction to redirect that attack against a creature you can see within 10 feet of you.

The attack hits if it meets or exceeds the target's AC.

2: Retaliatory Teleport. When an ally that you can see within 30 feet of you is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker. You can then make one weapon attack or manifest a talent against that creature then teleport back to the space you just left.

3: Teleportation Cloak. Until this power ends, you can make a weapon attack, or manifest a talent that requires an attack roll against one creature that you can see within 30 feet of you. Whether you hit or miss, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see and become invisible.

The invisibility last until the start of your next turn or until you attack, manifest a power, or cast a spell.

4: Agonizing Jaunt. The power of teleportation allows you to whip a creature around the battlefield and open it up for your allies' attacks. Choose a creature that you can see within 30 feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 3d10 force damage and you teleport it to an unoccupied space that you can see within 10 feet of the target's original space. Any creature (including you) within 5 feet of the target can use its reaction to make one melee weapon attack, manifest a talent, or cast a cantrip on the target. On a successul save, the target isn't teleported.

You can teleport the target up to three times in this way. Each time you attempt to teleport the target, it can repeat the saving throw, remaining in its current space on a success.

Astral Construct

Shaper


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Ma, Vi
  • Duration: Concentration, up to 1 hour

You fashion creatures from ectoplasm or summon them from across the planes to guard you and retaliate against your enemies.

Augmentation.

0: You create a construct that appears as a small beast that strikes at those you designate. The construct appears in an unoccupied space within range and can take the form of any beast with a challenge rating of 1 or lower (your choice). You can command it to make a melee attack against a creature within 5 feet of it. On a hit, the target takes 2d4 damage of the type the normal creature deals and vanishes.

1: Astral Swarm. You coalesce astral matter into a 3-inch diameter mesh of wickedly sharp, silvery barbs in an unoccupied space you can see within range. The construct replicates quickly and becomes a swarm of similar constructs. The swarm is friendly to you and your companions for the duration. Roll initiative for the swarm, which has its own turn. It obeys any verbal or telepathic command you issue to it (no action required by you). If you issue no commands to it, it defends itself against hostile creatures, but otherwise takes no action.

See the astral swarm's statistics in the appendix.

2: Summon Crysmal. You summon a small, scorpion-like construct composed of stone and crystal that appears in an unoccupied space within range. The crysmal is considered to be a construct, and it disappears when it drops to 0 hit points or when the power ends. The summoned crysmal is friendly to you and your companions. Roll initiative for the crysmal, which has its own turn. It obeys any mental or verbal commands that you issue to it (no action required by you). If you don't issue any commands to the crysmal, it defends itself from hostile creatures, but otherwise takes no actions.

See the crysmal's statistics in the appendix.

3: Spectral Beast. You summon a spectral hound or spectral lion to fight alongside you. The beast is also considered to be a construct, and it disappears when it drops to O hit points or when the power ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns.

The creature obeys any mental or verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

See the spectral beasts' statistics in the appendix.

4: Astral Guardian. When you manifest this power, a guardian of pure crystal appears in an unoccupied space within 5 feet of you. The guardian obeys your mental or verbal commands (no action required by you). If you don't issue any commands to it, it defends you from hostile creatures, but otherwise takes no actions.

See the astral guardian's statistics in the appendix.

5: Astral Juggernaut. The juggernaut is a hulking mass of pure destruction made up of crystal adhered together by ectoplasm. It obeys your mental and verbal commands (no action required). If you don't issue any commands to it, it will move to the nearest creature threatening you and attempt to eliminate it.

See the astral juggernaut's statistics in the appendix.

Augmented Weapon

Egoist


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Au
  • Duration: Concentration, up to 1 hour

Your pour your mind's energy into a wielded weapon or your unarmed strike.

Augmentation.

0: Until this power ends, you gain proficiency with the chosen weapon, if you aren't already proficient. If you choose a simple or martial weapon, you must be wielding the weapon to gain the benefits of this power.

1: Psychic Weapon. In addition to the above option, the damage type of your chosen weapon or unarmed strike becomes psychic.

2: Psionic Weapon. In addition to the above option, your weapon or unarmed strike becomes a psionic and magical weapon with a +1 bonus to attack and damage rolls.

3: Imbue Weapon. In addition to the above option, the bonus increases to +2, and your weapon or unarmed strike does an extra 1d6 psychic damage on a hit.

4: Critical Assault. In addition to the above option, you can make one additional attack with the augmented weapon as a bonus action.

Baneful Transfer

Telepath


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Me, Vi
  • Duration: Instantaneous

You transfer your pain and wounds to another creature.

Augmentation.

0 - 5: When you manifest this power, make a melee power attack against a creature within your reach. On a hit, you transfer up to 5 points of damage you have taken to the target. You immediately regain hit points equal to the amount of damage you transfer. You can't regain hit points beyond your hit point maximum using this power.

The transferred damage is empathic in nature, so powers and abilities the target may have such as resistance and immunity don't lessen or change this damage.

If you expend an augmentation 1 or higher when you manifest this power, the amount of damage you transfer and hit points you regain increases by 10 for each augmentation used. For example, if you use an augmentation 2, you transfer 25 points of damage and regain 25 hit points.

Beholder's Sight

Seer


  • Manifesting Time: 1 action
  • Range: see text
  • Display: Me, Vi
  • Duration: 8 hours

Eight invisible eyes encircle your head which you use to heighten your vision, awareness, and channel destructive energy.

Augmentation.

0: Until this power ends, you gain advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks.

1: Enhanced Vision. For the duration, you can discern details out to a range of 120 feet as if they were right in front of you. You can't be blinded, and you also gain darkvision out to a range of 30 feet. If you already have darkvision, the distance increases by 30 feet.

2: Hypervigilance. For the duration, you can't be surprised while you are conscious, hidden creatures don't gain advantage on attacks against you, and you gain advantage on Dexterity saving throws against attacks you can see.

3: Spectator's Eyes. You cause four of your astral eyes to become visible for the duration. As a bonus action, you can manifest one of the following effects from an eye:

1. Unveiling Eye. You can see invisible objects and creatures for the duration.

2. Ethereal Eye. For the duration, you can see into the Ethereal Plane, including creatures and objects on that plane.

3. Blinding Eye. One creature that you can see within 60 feet of you must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. At the start of each of its turns, the target can repeat the save ending the effect on a success.

4. Telekinetic Eye. One creature that you can see within 30 feet of you must make a Strength saving throw. On a failed save, the creature is pulled up to 30 feet closer to you or pushed up to 30 feet away from you (your choice).

Once you manifest an effect through an eye, the eye becomes invisible and can't be used in this way again.

4: Tyrannical Eyes. As spectator's eyes, except you can cause all eight astral eyes to become visible and can choose from the following additional effects:

1. Pummeling Eye. Make a ranged power attack against a creature within 90 feet of you. On a hit, the target takes 4d10 force damage.

2. Energy Eye. Make a ranged power attack against a creature within 90 feet of you. On a hit, the target takes 6d10 acid, cold, fire, lightning, or thunder damage (your choice).

3. Restraining Eye. Choose a creature that you can see within 60 feet of you. The target must succeed on an Intelligence saving throw or be restrained for 1 minute.

At the end of each of its turns, the target can make another Intelligence saving throw. The effect ends on a success.

4. Stunning Eye. Choose a creature within 60 feet of you. The target must succeed on an Intelligence saving throw or become stunned for 1 minute. At the end of each of its turns, the target can make another Intelligence saving throw. The effect ends on a success.

Once you manifest an effect through an eye, the eye becomes invisible and can't be used in this way again.

Bolt

Shaper


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Vi
  • Duration: Instantaneous

You let loose an ectoplasmic bolt, and shape its properties to suit your whims.

Augmentation.

0: Make a ranged power attack against a creature within range. On a hit, the target takes 2d8 piercing damage.

1: Elemental Bolt. The bolt you create is threaded with deadly energy and delivers its energy to secondary targets as well. When you create this bolt, make a ranged power attack against a creature within range. On a hit, choose from the following options:

Arcing. The target takes 3d6 lightning damage and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 lightning damage each.

Caustic. The target takes 3d6 acid damage and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 acid damage each.

Rime. The target takes 3d6 cold damage and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 cold damage each.

Molten. The target takes 3d6 cold damage and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 fire damage each.

2: Explosive Bolt. Choose a creature within range and make a ranged power attack. On a hit, the bolt explodes in a concussive wave. The target takes 4d8 force damage and must succeed on a Strength saving throw or be knocked prone. Each creature within 5 feet of the target must also succeed on a Strength saving throw or be knocked prone.

3: Armor Piercing. The bolt you create with this effect is ethereal. It ignores armor and shields and materializes at the last possible moment to pierce the target. Make a ranged power attack against a creature within range. The target's AC against this attack equals 10 + its Dexterity modifier + any bonuses from abilities or magic items which are not armor or a shield.

On a hit, the target takes 6d10 force damage.

Boundless Travel

Nomad


  • Manifesting Time: 1 action
  • Range: Self - 30 feet (see text)
  • Display: Me, Vi
  • Duration: Instantaneous

You travel through the planes, the realm of dreams and even time itself.

Augmentation.

0: When traveling overland, you can increase the speed of up to five mounts by 10 feet and a single waterborne vehicle's speed by 1 mph. This increase last for 8 hours.

1: Time Shunt. You divert a figment of yourself forward in time, making it the focus of your enemies, and give yourself a chance to avoid your future fate once you catch up. The next time you are hit by an attack, roll a d20. On a roll of 9 or lower, the attack misses you.

2: Nightmare Walker. You place a creature into a deep sleep and move through its dreams, warping them along the way. Choose a creature within 30 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 2d10 psychic damage and falls asleep. At the start of each of its turn, it takes an additional 2d10 psychic damage and can make another Charisma saving throw to try and wake up.

On your next turn, and each of your following turns, as long as the creature remains asleep, you can teleport to any unoccupied space within 30 feet of it as a bonus action.

Another creature can use its action to shake the sleeping creature awake.

3: Dream Traveler. You are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. For this power to take effect, a creature you can see within range must be sleep or able to dream.

You can bring a number of willing creatures equal to your Intelligence modifier along with you, but each one must be touching another one and none can be sleeping at the time you manifest this power.

For every minute you move through a dream, you can “wake” to find yourself five miles displaced in the waking world. You can travel a maximum distance of 100 miles in this way.

You can only wake from the dream and reenter the waking world if there is a creature sleeping within 1 mile of your desired destination, otherwise you remain in the dreamscape.

While in the dream, a creature separated from you must make a Wisdom saving throw against your power save DC. On a failure, it wanders off into the dreamscape. If a creature (including you) remains in the dreamscape when the power ends, it can't leave unless it can manifest the dream travel power itself or someone who manifests the power seeks out the lost creature.

4: Astral Nomad. You travel to the Astral Plane (the power fails, and the manifestation is wasted if you are already on that plane). You never leave your physical form; you bring it with you. You have no silver cord and can never die because your cord has been severed. You can be harmed normally, however.

You can freely travel through the Astral Plane and can pass through portals there leading to any other plane.

5: Astral Caravan. As astral traveler, except you can bring an additional number of creatures equal to your Intelligence modifier.

Celerity

Nomad


  • Manifesting Time: 1 action
  • Range: 30 feet - 120 feet
  • Display: Au, Vi
  • Duration: Concentration, up to 1 minute

You channel psionic power and exercise control over a creature's physical movement by manipulating their agility and reflexes, or the space and time around them.

Augmentation.

0: Choose one creature that you can see within range. Difficult terrain doesn't cost the target extra movement.

1: Burst. In addition to the above option, the target's speed increases by 10 feet.

2: Deceleration. You warp space around a moving creature, bringing it to a violent halt or preventing it from moving altogether. The target must make a Strength saving throw. On a failed save, the target's speed drops to 0 and if the target was moving at the time you manifest this power, it takes 3d6 bludgeoning damage.

At the start of each of its turns, the target can make another Strength saving throw in an attempt to move. On a failed save, it takes an additional 3d6 bludgeoning damage. On a success, the power ends on the target.

3: Speed of Thought. Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.

That action can be used only to manifest a talent or cantrip, take the Dash, Disengage, Hide, or Use an Object Interaction.

4: Anticelerity Well. You warp an area of gravity-time which causes creatures that move into or through it to experience time more slowly. A 20-foot radius sphere gravity well appears within 120 feet of you.

Creatures who enter the area on the first time on a turn or start their turn there, must make a Wisdom saving throw. On a failed save, a target's speed becomes 10 feet, it takes a -5 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn it can use either an action or a bonus action, not both.

Regardless of a creature's abilities or magic items, it can't make more than one melee attack or ranged attack during its turn and those attacks have disadvantage.

If the creature attempts to manifest a power or cast a spell, it doesn't take effect until the start of the creature's next turn and the creature must use its action on that turn to complete the power or spell. If it can't, the spell or power is wasted.

These affects last for the duration, even if the creature leaves the area of the well.

At the end of each of its turns, the creature can make another Wisdom saving throw. The effect ends on a success.

Cognitive Trance

Telepath talent


  • Manifesting Time: 1 minute
  • Range: Self
  • Display: Me, Vi
  • Duration: see text

You can place yourself in a trance that clears your mind for calm and contemplative thought. Anything you see, hear, or read while in the trance can be committed to memory, for precise recall at a later time. For example, you could remember detailed instructions to a certain location or the exact wording of a complicated series of Intricate passwords.

You can enter the trance to consider any problem, puzzle, or riddle, and gain advantage on any Intelligence checks to find a solution. The trance lasts as long as it takes to completely take in all the information to be recalled (minimum 10 minutes). An extended trance may last for several hours, such as the time it takes to memorize an entire book. Once you use the information gained by your trance, it is purged from your mind.

Concuss

Savant


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Au, Vi
  • Duration: Instantaneous

An unseen force smashes into your opponent, knocking them senseless.

Augmentation.

0 - 1: Choose a creature within range of you that you can see. The target must make a Strength saving throw.

On a failure, the target takes 1d8 force damage and is knocked prone. On a successful save, the target takes half as much damage and isn't knocked prone.

When you manifest this power using an augmentation 1, the force damage increases to 3d8.

2: Concussive. Choose up to three creatures you can see within range. A target must make a Constitution saving throw. On a failed save, it takes 5d8 force damage and is stunned until the end of your next turn. On a successful save, the target takes half as much damage and isn't stunned.

3: Stunning Concussion. As concussive, except on a failed save, the force damage increases to 5d10 and the a creature is stunned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on itself on a success.

4: Paralyzing Concussion. As stunning concussion, except the force damage increases to 7d10 and the target is paralyzed for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

Constrain Psyche

Telepath


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Me
  • Duration: Concentration, up to 1 minute

You temporarily or permanently wall off the mind of another creature with a direct assault or mental feint.

Augmentation.

0: . Your stinging mental assault causes a brief delay between a creature's mind and body. The target must succeed on an Intelligence saving throw. On a failed save, whenever it makes an attack roll, saving throw, or an ability check, roll a d4 and subtract that number from its roll.

1: Brain Lock. You lock off a creature's higher mind. A target within range must succeed on an Intelligence saving throw or become incapacitated for the duration. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

2: Thought Trap. You set up a trap in your mind for those that would subvert your will. For the duration, when you're forced to make a saving throw against a charm-effect, you can use your reaction to deal 5d8 psychic damage against the attacker.

3: Mind Cage. When a creature targets you with a charm or compulsion effect, the attacker must succeed on an Intelligence saving throw or their mind becomes trapped for the duration within your own. A creature trapped in this way, is paralyzed.

At the end of each of its turn, the creature can make another Intelligence saving throw. On a success, the effect ends on the target.

4: Contained Reality. This power sends a creature into a catatonic state and traps it within its own mind where it concocts a reality of its own making. You force a creature within range to make a Wisdom saving throw. On a failed save, the creature is incapacitated. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this.

In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. Manifesting contained reality a second time on an affected creature turns its sensory pathways outward once more.

Otherwise, only very potent powers (such as psychic chirurgery) or similar effects (such as miracle or wish) can undo the mental crosswiring that this power brings about.

Consuming Touch

Egoist


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Ma, Vi
  • Duration: Instantaneous

You draw ectoplasm from the Astral Plane and use it to corrode objects and creatures.

Augmentation.

0: You touch one creature, and inject life force stealing ectoplasm into it, then draw the ectoplasm back into yourself. Make a melee power attack against a creature you can reach. On a hit, the target takes 1d4 necrotic damage. You gain temporary hit points equal to the damage dealt + your Intelligence modifier.

1: Dissolving Touch. Corrosive, sizzling moisture oozes from your hand. Make a melee power attack against a creature within your reach. On a hit, the target takes 3d6 acid damage.

Alternatively, you can touch one weapon, or piece of ammunition, causing it to be slicked with corrosive ectoplasm. For 1 minute, the weapon deals an extra 1d6 acid damage in addition to its normal damage.

2: Decaying Touch. You spread erosive ectoplasm over and object and cause up to 1 cubic feet of a nonmagical, metal, wood, cloth, or paper you touch to rust, age, split, rot, or fall to dust.

3: Degenerative Touch. You infect a creature with an ectoplasmic disease that reverses its natural healing process. Make a melee power attack against a creature within your reach.

On a hit, the target takes 4d8 necrotic damage. At the start of each of its turns it loses 10 hit points. It can then make a Constitution saving throw. On a successful save, the effect ends.

Correspondence

Telepath


  • Manifesting Time: 1 action
  • Range: 60 feet - Unlimited
  • Display: Au, Me, Vi
  • Duration: Concentration, up to 1 minute

You send and receive telepathic messages to familiar and unfamiliar creatures alike.

Augmentation.

0: You telepathically send a message to a creature within 60 feet of you. The target can reply in return. You can manifest this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power.

1: Messenger. This power projects an insubstantial duplicate of you into the minds of creatures within 30 feet of it. Choose a location you have seen or can reasonably discern, such as, on the other side of a door, the middle of a farmer's field, or at the gates of the king's palace, and so on. The location must be within 1 mile of you.

The duplicate appears there and delivers a one-way message that can last up to 1 minute. The duplicate can be seen as if it were actually present. You can't see or hear anything that's happening around the messenger and it disappears after it delivers its message.

2: Project Thoughts. You send a short, telepathic message of twenty-five words or less to a creature with which you are familiar. The creature recognizes you as the sender if it knows you, and can answer in a like manner immediately.

The power enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Counter Psionics

Savant


  • Manifesting Time: (see below)
  • Range: 60 feet
  • Display: Ma, Me, Vi
  • Duration: Instantaneous; Concentration, up to 1 - 10 minutes (see text)

You use the very power which suffuses your mind to thwart that power in others.

Augmentation.

0: You can use your action to gain resistance to damage caused by powers and psionic effects until the start of your next turn.

1: Psionic Buffer. Choose up to three creatures you can see within range. Whenever a target makes a saving throw against a power or other psionic effect before this power ends, the target can roll a d6 and add the number rolled to the saving throw. This effect lasts for 1 minute as long as you maintain concentration.

2: Negate Psionics. When a creature that you can see within range is in the process of manifesting a power, you can use your reaction to attempt to interrupt it. If the creature is manifesting a power with an augmentation 2 or lower, its power fails and has no effect. If it is manifesting a power with an augmentation 3 or higher, make an ability check using your manifesting ability. The DC equals 9 + two times the augmentation. On a success, the creature's power fails and has no effect.

3: Dissipate Psionics. As an action, choose one creature, object, or psionic effect within range. Any power's effect that uses an augmentation 3 or lower on the target ends. For each augmentation of 4 or higher, up to 5, used on the target, make an ability check using your manifesting ability. The DC equals 9 + two times the augmentation. On a successful check, the power ends.

4: Null Psionics Field. You surround yourself with a 10-foot-radius invisible sphere that is impervious to most psionic effects. Within the sphere, powers can't be manifest, summoned constructs disappear, and even magic items become mundane. Until the power ends, the sphere moves with you, centered on you. Powers and other psionic effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it.

An augmentation expended to manifest a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

The sphere requires concentration and lasts for 10 minutes.

Targeted Effects. Powers and other psionic effects, such as, ethereal blade and invoke anger, that target a creature or an object in the sphere have no effect on that target. The area of another power or psionic effect, such as rift, can't extend into the sphere. If the sphere overlaps an area of psionics, the part of the area that is covered by the sphere is suppressed.

For example, the flames created by mindfire are suppressed within the sphere, creating a space in their midst if the overlap is large enough.

Powers. Any active power or other psionic effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Psionic Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such psionic travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the pocket option in the rift power, temporarily closes while in the sphere.

Constructs and Objects. A construct or object summoned or created by psionics temporarily winks out of existence in the sphere.

Such a construct or object instantly reappears once the space the construct or object occupied is no longer within the sphere.

Dissipate Psionics. Powers and psionic effects such as dissipate psionics have no effect on the sphere. Likewise, the spheres created by different null psionics fields don't nullify each other.

Decipher

Seer talent


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Au, Vi
  • Duration: Instantaneous

You brush your hand over the manuscript, accompanied by the sound of a page turning, and watch as its letters transform into something more familiar. In addition to any written language, you can read encrypted messages, and magical script such as that written by a wizard.

Defensive Constructs

Shaper


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Ma, Vi
  • Duration: Instantaneous

You manifest semi-solid defenses to ward you from attacks.

Augmentation.

0: You surround yourself with a viscous sphere of ectoplasm that absorbs half the damage from a single attack, power, spell, or magical effect that inflicts damage. Once the blob has absorbed this attack, it dissipates.

1 - 5: Shield/Guardian Sphere. You create a psionically-charged, 6-inch diameter, crystal sphere that encircles you. The sphere provides you with a +1 bonus to AC and saving throws.

This protection lasts until you take damage from an attack or an effect that forces you to make a saving throw, after which the sphere vanishes.

Alternatively, you can use your action to grasp the sphere and fling it at a creature within 90 feet of you. Make a ranged power attack against the target. On a hit, the target takes 3d6 force damage.

When you manifest this power and expend an augmentation 1 or higher, you can add one additional sphere for each augmentation you use.

Defensive Step

Nomad


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Au, Vi
  • Duration: Instantaneous

You have mastered the ability to use teleportation defensively.

Augmentation.

0: You can take the Disengage action as a bonus action.

1: Evasive Step. You teleport to an unoccupied space that you can see within 30 feet and can take the Dodge action as a bonus action.

2: Disjunctive Teleport. You rapidly teleport back and forth and make it hard for enemies to determine if you're here or there. When a creature makes an attack roll against you, roll a d20. If the number rolled is 8 or higher, the attack misses you.

Once this effect has caused three misses, it ends.

3: Ghost Step. You teleport to an unoccupied space that you can see within 30 feet of you and vanish into the Ethereal Plane. If you were already on the Ethereal Plane, this effect fails. You can remain on the Ethereal Plane for up to 10 minutes or until you dismiss this effect as a bonus action.

When you return to the plane you vanished from, you can choose to appear in any unoccupied space within 10 feet of you. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than 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 there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you unless they have the ability to do so.

4: Contingent Teleport. This option takes effect when a certain circumstance occurs. When you manifest this power, you choose a location known to you, a lover's cottage, a temple, near your companions, and so on. Then describe the circumstance that would activate the teleportation.

For example, you might stipulate that you teleport when you drop to 0 hit points or when you are submerged in water, become trapped and unable to escape by any other means, and so on.

Immediately after the circumstance is met for the first time, you teleport to your pre-chosen destination, whether or not you want to.

Defy Gravity

Nomad


  • Manifesting Time: 1 reaction - 1 action
  • Range: Self; Touch
  • Display: Au, Vi
  • Duration: Concentration, up to 1 hour

You resist gravity's whims.

Augmentation.

0 - 5: Catfall. You can soften the damage from a fall and you always land on your feet. As a reaction when you fall, you take damage as if the fall were 10 feet shorter and you don't fall prone when you land.

When you manifest this effect using an augmentation of 1 or higher, you can treat the distance fallen as if it were an additional 10 feet shorter for each augmentation you expend.

Alternatively, when you are knocked prone, you can use your reaction to land on your feet instead.

1: Glide. You slowly rise into the air. While aloft in this way, you can move 20 feet in any direction as part of your move.

If still aloft when the power ends, you float gently to the ground.

2: Air Walk. You can walk on air at your normal walking speed, even vertically, for the duration.

If you are still aloft when the power ends, you float gently to the ground.

3: Nomadic Wings. You gain a fly speed of 90 feet and you do not provoke opportunity attacks when you fly out of an enemy’s reach.

If still aloft when the power ends, you float gently to the ground.

4: Air March. Choose up to three willing creatures. You grant the targets the air walk power for the duration.

If the creatures are still aloft when the power ends, they float gently to the ground.

Disjoin

Egoist


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Me, Vi
  • Duration: Instantaneous

Your touch unravels the connection between a creature's mind and body, and brings it closer to death's door.

Augmentation.

0: Make a melee power attack against a creature within your reach. On a hit, the target takes 1d8 psychic damage and has disadvantage on ability checks that use Strength or Dexterity until the end of its next turn.

1 - 4: Wither. Your grasp weakens a creature as you temporarily suppress the mental impulses that drive its muscles.

Make a melee power attack against a creature. On a hit, the target's Strength score is reduced by 1d4. If a creature's Strength score is reduced to 0, it dies.

At the end of each of its turns, the target can make a Strength saving throw. Any reduction to its Strength score from this effect, ends on a success.

When you manifest this power, the target's Strength score is reduced by 1d4 for each augmentation you expend above 1.

3: Waste. Your touch causes a creature's brain matter to rapidly deteriorate. Make a melee power attack against a creature you can reach. On a hit, the target takes 4d8 psychic damage. If the target is at or below its hit point maximum, it takes 4d8 psychic damage at the start of each of its turns. The target can then make an Intelligence saving throw. On a success, the power ends.

4: Drain. You draw out the physical and mental energies of a creature and send it into a spiral of exhaustion.

Make a melee power attack against one creature you can reach. On a hit, the target takes 5d10 psychic damage. It must then make a Constitution saving throw. On a failed save, the target gains 1d6 levels of exhaustion, or half as many levels of exhaustion on a successful one.

Dissemble

Telepath talent


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Me
  • Duration: 1 hour

You give your target an extraordinary ability to subvert the truth. You grant one creature within range that you can see, or sense telepathically, advantage to Charisma (Deception) checks for the duration.

The effect ends on the current target if you manifest it on a new target before the duration ends.

Distract

Telepath talent


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Me
  • Duration: Concentration, up to 1 minute

You cause your target's mind to wander. One creature that you can see, or sense telepathically, within range, must make a Wisdom saving throw. Until this power ends, whenever a target that fails its saving throw makes an ability check, the target must roll a d4 and subtract the number rolled from the ability check.

Ectoplasmic Salvo

Shaper


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Display: Au, Ma, Vi
  • Duration: Instantaneous

You unleash projectiles of pure ectoplasm that adhere to their targets and explode.

Augmentation.

0 - 5: You create two projectiles and loose them at targets within range. You can send them at one target or multiple.

Make a ranged power attack against a target within range. On a hit, the target takes 1d6 bludgeoning damage and the projectile sticks to it. At the start of your next turn, the projectile explodes. If it is stuck to a creature, that creature takes 1d10 force damage.

A creature can use its action to remove one ectoplasm projectile from itself or another creature. A removed projectile turns into inert ectoplasm.

Alternatively, you can target an unoccupied space within range. The projectile sticks to a surface in the space you choose. You can decide if it explodes immediately or later. A projectile that explodes, deals 2d6 force damage to any creature within 5 feet of it. If you choose to have the projectile explode later, you can use your reaction to detonate any existing projectiles.

When you manifest this power using an augmentation 1 or higher, you can create one additional projectile for each augmentation you expend.

Elemental Streak

Nomad


  • Manifesting Time: 1 action
  • Range: Self (30-foot - 60-foot line)
  • Display: Vi
  • Duration: Instantaneous

You burst through a tear in the Ethereal Plane, briefly touch the elemental planes and emerge a mere instant later, dragging a trail of destructive energy in your wake.

Augmentation.

0: You move 10 feet in a straight line, moving through the space of creatures in that line. Any creature whose space you move through, must succeed on a Dexterity saving throw or take 1d8 acid damage.

1: Flame Streak. You move 30 feet in a straight line, moving through the space of creatures in that line.

Any creature whose space you move through, must make a Dexterity saving. On a failed save, a creature takes 2d6 fire damage and is set aflame.

At the start of each its turns, it takes an additional 1d6 fire damage and can make another Dexterity saving throw to douse the flames.

Alternatively, the creature or another creature within 5 feet can use an action to put out the flames.

2: Lightning Streak. You move 30 feet in a straight line, moving through the space of creatures in that line. Any creature whose space you move through, must make a Dexterity saving throw. On a failed save, a creature takes 3d6 lightning damage and is stunned until the end of your next turn. On a success, a creature takes half as much damage and isn't stunned.

3: Cold Streak. You move 30 feet in a straight line, moving through the space of creatures in that line. Any creature whose space you move through, must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is paralyzed. On a success, a creature takes half as much cold damage and isn't paralyzed.

Any creature that drops to 0 as a result of the cold damage, shatters in your wake.

4: Thunder Streak. You move 60 feet in a straight line, moving through the space of creatures in that line.

Any creature whose space you move through, must make a Constitution saving throw. On a failed save, a creature takes 8d8 thunder damage, is pushed 5 feet, and knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Elicit Emotion

Telepath


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Au, Me
  • Duration: Concentration, up to 1 minute

A creature's emotions are wide open to your mind and allows you to wield them as a weapon to crush your enemies, or use them as a bulwark to bolster your allies.

Augmentation.

0: One creature that you can see within range must succeed on a Wisdom saving throw or fall into a blissful slumber. If the creature takes damage or another creature takes an action to shake it awake, the effect ends.

1: Elicit Calm. You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.

When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

2: Elicit Melancholy. You bring a creature's despair to the surface, affecting its actions. A creature you choose that you can see within range must succeed on Wisdom saving throw or wander away in a depressed stupor. The creature moves up to half its movement speed in a random direction. It won't move into obvious danger, such as, off a cliff, into a pool of lava, or the like. However, it won't respond to attacks against it, granting advantage on such attacks. At the end of each of its turns, or if it takes damage, a target can repeat the saving throw ending the effect on itself on a success.

3: Elicit Courage. Until this power ends, psionic energy you project fortifies you and your allies when your enemies are felled. Whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to your level + your Intelligence modifier.

Alternatively, you can end the frightened condition on up to three creatures that you can see within range.

4: Elicit Serenity. You force a peace upon a creature or exact a severe toll for its continued agression. Choose a creature within range that you can see. Whenever the creature makes an attack roll against you or an ally, it must make a Wisdom saving throw. On a failed save, it takes 8d8 psychic damage whether it hits or misses, or half as much damage on a successful save.

Empathy

Telepath talent


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Au, Me
  • Duration: Instantaneous

You sense the surface emotions of one creature you can see within range. You sense its basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and so on, can all be sensed.

Energy Beam

Savant talent


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Display: Vi
  • Duration: Instantaneous

As an action, you target one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Enthrall

Telepath


  • Manifesting Time: 1 action
  • Range: 30 - 120 feet (see text)
  • Display: Me, Vi
  • Duration: Concentration, up to 1 minute - 24 hours (see text)

You exert your will and influence over that of another creature.

Augmentation.

0: As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute.

When the power ends, the target knows it was charmed by you.

1: Attraction/Aversion. You embed a compelling attraction in the mind of a creature that you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, choose a particular creature or Medium or smaller object. The target will take reasonable steps to meet, get close to, attend, or find the object of its attraction. For the purpose of this power, “reasonable” means that, while attracted, the creature doesn’t suffer from blind obsession. It will act on this attraction only when not engaged in combat. The target won’t willingly endanger itself, fleeing or fighting if the threat is immediate.

You can make the target feel an attraction to yourself, gaining advantage on any Charisma checks made to interact with the target.

Alternatively, you embed a powerful aversion in the mind of a creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, choose a creature, place, Medium or smaller object, action, word or simple thought.The creature takes reasonable steps to avoid the designated object of its aversion, not approaching within 30 feet of a creature, place or object, not uttering a word, performing an action, or thinking a thought.

It will not put itself in jeopardy by doing so, however. For instance, you could make the creature have an aversion to fighting or to its sword, but if fighting is the only way to save itself, it will ignore the aversion until the threat is over. If the target is forced into taking an action it has an aversion to, it has disadvantage on any attack rolls, ability checks, or ability checks involved. This power lasts for 1 hour.

2: Sway. You attempt to charm a creature you can see within 30 feet of you. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it.

If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it.

The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.

3: Dominate Person. You attempt to beguile a humanoid that you can see within 60 feet of you. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, 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 commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. 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 spell. If the saving throw succeeds, the power ends.

4: Thrall. As dominate person, except the duration is 24 hours.

5: Vessel. Choose a creature within 60 feet of you. The target must succeed on an Intelligence saving throw or become incapacitated for the duration. While the target is incapacitated in this way, you can use your bonus action to transfer your consciousness into the target's body leaving your own body incapacitated.

You use the Strength, Dexterity, and Constitution scores of the target, but retain your Intelligence, Wisdom, and Charisma scores, skills and saving throw proficiencies. You gain the creature's skills and saving throw proficiencies that use its physical statistics.

The target keeps its turn in the initiative order if in combat. But, you have complete control over the target's body and retain the benefit of any features from your c1ass, race, or other source and can use them, provided that the creature is physically capable of doing so. You can't use any lair actions or legendary actions the creature may have. You can't use any special senses you have (for example, darkvision) unless the creature also has that sense.

Until this power ends, you can use your bonus action to transfer your mind between yourself and target as long as there is nothing preventing you from doing so.

Entrapment

Shaper


  • Manifesting Time: 1 action
  • Range: 30 feet - 120 feet
  • Display: Ma, Vi
  • Duration: Concentration, up to 1 minute

Creatures become trapped in raw ectoplasm that you mold into constraints and hazardous terrain.

Augmentation.

0: You manifest globules of heavy, viscuous ectoplasm in your hands and sling them at a creature's legs.

Until this power ends, you can use your action to make a ranged power attack against a creature within 30 feet of you. On a hit, the target's speed is reduced to 0 until the start of your next turn at which point the ectoplasm dissipates.

1: Binding Tendrils. Tendrils of ectoplasm lash out and grab hold of a creature's limbs. A creature that you can see within 60 feet of you must make a Strength saving throw. On a failed save, the target is grappled. As an action on its turn, the target can make a Strength (Athletics) check or Dexterity (Acrobatics) check (it's choice) against your power save DC to attempt to free itself.

2: Ectoplasmic Cocoon. Sticky strands of ectoplasm encase one creature you can see within 60 feet of you. The target must make a Strength saving throw.

On a failed save, the creature is completely encased in an ectoplasmic cocoon. The target can't speak, is blinded and restrained for the duration.

A creature can be freed by cutting or damaging it. The cocoon has AC 16 and 30 hit points. The cocoon extends into the Ethereal Plane and blocks ethereal travel.

The creature within the cocoon has total cover from attacks and other effects outside of the cocoon. A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.

An ectoplasmic cocoon can’t be affected by dissipate psionics.

3: Psionic Collar. Choose a creature that you can see within 60 feet of you. You form a psionic collar around its neck, or another part of its body, which punishes it for moving. Until this power ends, if the target willingly moves from the space it occupies when you manifest this power, it must make a Strength saving throw. On a failed save, it takes 3d8 psychic damage for each 5 feet of distance it moves. On a successful save, the creature takes 3d8 psychic damage and breaks free of the collar.

4: Caustic Quagmire. You create a 20-foot radius sphere of sticky, acidic ectoplasm at a point you choose within 120 feet of you that lasts the duration.

A creature that enters the power's area for the first time on a turn, or starts its turn there, must make a Strength saving throw. On a failed save, the creature takes 6d6 acid damage and its speed is reduced to 0. On a successful save, the creature takes half as much damage and its speed is reduced by half.

Ethereal Blade

Shaper


  • Manifesting Time: 1 action
  • Range: Self - 120 feet
  • Display: Ma, Vi
  • Duration: Instantaneous

You manifest a circular blade that hovers in your space, rapidly phasing in and out of the Ethereal Plane.

Augmentation.

0: Make a ranged power attack against a creature within 120 feet of you. On a hit, the target takes 2d6 slashing damage. This attack ignores cover.

1: Invasive Blade. The blade streaks toward creatures in a 30-foot line. Each creature in the line must succeed on a Dexterity saving throw or take 2d8 slashing damage. The target takes half as much damage on a successful save.

The blade penetrates solid objects and a creature does not gain the benefit of cover against this effect.

The blade vanishes after traveling 30 feet.

2: Returning Blade. As invasive blade except, on a failed save, the damage increases to 4d8. The blade then traveks tge same path back to your space and each creature in the line must make another Dexterity saving throw, taking 4d8 slashing damage on a failed save, or half as much damage on a successful one.

Alternatively, you can have the blade travel a different path back to you as long as that path is a straight line no more than 30 feet long.

The blade penetrates solid objects and a creature doesn't gain the benefit of cover against this effect. The blade vanishes after returning to your space.

3: Scatter Blade. You sweep your arm across your body scattering several smaller blades in a 30-foot cone. A creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 slashing damage or half as much damage on a successful one.

The blades penetrate solid objects and a creature does not gain the benefit of cover against this effect. The blades clatter to the floor after hitting or missing their targets and immediately turn into puddles of ectoplasm.

4: Shrapnel. Bladed fragments explode out from you in a 20-foot radius sphere. A creature in the area must succeed on a Dexterity saving throw or take 11d8 slashing damage. A creature takes half as much damage on a successful save. The blades phase through creatures you choose, leaving them unscathed. The blades penetrate solid objects and creatures don't gain the benefit of cover against this effect.

The fragments clatter to the floor after hitting or missing their targets and immediately turn into puddles of ectoplasm.

Extrasensory Perception

Seer


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Me, Vi
  • Duration: Concentration, up to 10 minutes; 24 hours (see text)

You extend your senses beyond the natural realm, perceiving what would normally be imperceptible.

Augmentation.

0: Until this power ends, you generally know where you are as a feeling or presentiment.

The information is usually no more detailed than a summary that locates you according to a prominent local or regional site, such as “approximately 20 miles northwest of Tyr.” If no prominent sites are nearby, answers such as “adrift on the Sea of Fallen Stars” are also possible, which at least provide some information about location.

1: Clairvoyant Sense. You can see and hear a location within 1 mile of you almost as if you were there. The location must be a place familiar to you (a place you have visited or seen before) or an obvious one, such as behind a door, around a corner, or in a grove of trees. You choose a space within the location and can perceive things as if you were in that space.

The power does not allow you to perceive other planes.

2: Impression Reading. You focus your mind to read the psionic imprint left on an object or location.

Object. If you hold an object and concentrate on it for the duration, you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there but can’t use other senses.

Location. You peer through the folds of time to gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area.

These impressions offer you a picture of the location’s past. The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates.

Your viewpoint is from a quasi-real but invisible form of yourself that witnesses the event as it happened. You don't gain any special knowledge of those involved in the event, though your surroundings may give you more insight. Beginning with the most recent significant event at a location and working backward in time, you can see one distinct event for every 2 minutes you maintain concentration, if any such events exist to be sensed.

You can see events that occurred within a 50-foot radius of the location. Your sensitivity extends into the past a maximum number of days equal to your Intelligence modifier.

3: Implant Sensor. You embed an intangible psionic sensor on a creature or object within 60 feet of you. If you choose a creature, the target must make a successful Intelligence saving throw to avoid this effect.

For the next 24 hours, you know the creature or object’s location relative to you (its distance and direction) and can look at the target's surroundings from its point of view as if you were there.

4: Telesthesia. You send your mind across space and dimensions, allowing you to see and hear a creature located at any distance from you, even if planar boundaries separate you.

The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're manifesting this power, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (You have heard of the target) +5
Firsthand (You have met the target) +0
Familiar (You know the target well) -5
Connection Save Modifier
Likeness or Picture -2
Possession or Garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this power against it again for 24 hours. On a failed save, the power creates a quasi-real viewpoint within 10 feet of the target, but invisible to it. You can see and hear through the quasi-real viewpoint as if you were there. You can also communicate through it verbally or telepathically.

Your viewpoint moves with the target, remaining within 10 feet of it for 1 hour. A creature that can see invisible objects sees a hazy, luminous outline of you.

You can attempt to manifest one power through your quasi-real viewpoint, but you must make an ability check using your manifesting ability. The DC equals 9 + two times the augmentation of the power you wish to manifest. Manifesting (or attempting and failing to manifest) a power immediately ends this power.

Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the quasi-real viewpoint appears at that location and doesn't move. The location can be on any plane.

Additionally, when you manifest this power and for 1 hour after, you can sense any attempt to observe you by means of a seer power or divination spell. The power’s effect emanates from you in a 60-foot radius sphere and moves with you. You know the location of every psionic or magical sensor within the power’s area. If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you immediately make an opposed checks against the viewer's manifesting, or spellcasting ability as appropriate).

On a success, you get a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and distance from you.

Far Hand

Savant talent


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Vi
  • Duration: 1 minute

You can use your action to manipulate or move one object within 30 feet of you in any direction. The object can’t weigh more than 10 pounds. If an object is being worn or is in a container that is worn by another creature, you can make an Intelligence (Sleight of Hand) check if you are attempting to go unnoticed.

This talent allows you to open an unlocked door, pour out a beer stein, pick cell keys from a guard, lift a weapon from a foe's sheathe and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.

Fighting Trance

Egoist


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Me, Vi
  • Duration: Concentration, up to 1 hour

You enter a heightened state of razor-sharp awareness and effectiveness in combat and become keenly cognizant of all combatants in the immediate area.

Augmentation.

0: When you roll intiative, you gain a +1 bonus to the roll.

1: Amplify Awareness. Until this power ends, hidden creatures within 30 feet of you don't have advantage on attack rolls against you.

2: Combat Focus. You gain a +1 bonus to attack and damage rolls, and Armor Class for the duration.

When you manifest this power using an augmentation 3, the bonus to attack and damage rolls, and AC increases to +2. When you use an augmentation 4, the bonus increases to +3 and you gain a +1 bonus to all saving throws.

Flare

Savant talent


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Display: Vi
  • Duration: 1 hour

Your mind ignites a flare of reddish-orange light from thin air. The flare can be used as a light source, shedding bright light for 15 feet and dim light for 15 feet. It can also be left on the ground to mark passage. Or, you can launch the flare up to 150 feet into the air, leaving a trail of coruscating light. If used in this way, the flare stays aloft until it dies out at the end of the power's duration.

The flare is pure psionic light, so radiates no heat.

Force Strike

Savant talent


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Au, Vi
  • Duration: Instantaneous

You thrust out your hand and deliver a telekinetic blow to a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d12 force damage.

The power allows you to make more than one strike when you reach higher levels. Two strikes at 5th level, three strikes at 11th, and four strikes at 17th level. You can direct your strikes at the same target or different ones. Make an attack roll for each strike.

Fulminant Mind

Savant


  • Manifesting Time: 1 action
  • Range: 60 feet - 150 feet
  • Display: Vi, Ma
  • Duration: Instantaneous; Concentration, up to 1 minute (see text)

You set ectoplasm from the Astral Plane ablaze with your mind.

Augmentation.

0: Scorching ectoplasm spews forth and splashes several creatures. Make a ranged power attack against a creature within 60 feet of you. On a hit, the primary target takes 2d6 fire damage.

Two creatures you choose within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 fire damage each.

1: Fire Fall.. The air explodes in a 30-foot high, 5-foot radius cylinder and rains down burning ectoplasmic ash centered on a point within range. When a creature enters the power's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw.

It takes 3d6 fire damage on a failed save, and half as much damage on a success.

On each of your turns after you manifest this power, you can use your action to move the cylinder 30 feet in any direction. This effect lasts for 1 minute.

2: Plasma Keg. A point you choose within range, explodes in a 15-foot radius sphere with searing ectoplasm. A creature within the area of the explosion must make a Dexterity saving throw. On a failed save, it takes 6d6 fire damage and is covered in burning ectoplasm. At the end of each of its turns, it takes an additional 2d6 fire damage until it or another creature uses an action to scrape the ectoplasm away.

On a successful save, a creature takes half damage and isn't covered in ectoplasm.

3: Incendiary Cluster. You cause ectoplasmic seepage to ignite and explode, and race from one creature to the next. Choose a number of creatures within range equal to your Intelligence modifier that are no more than 10 feet from each other. A target must succeed on a Dexterity saving throw or take 8d6 fire damage and be covered in molten ectoplasm. At the start of each of its turns, a creature takes 3d6 fire damage until it or another creature uses an action to scrape the ectoplasm away.

If you choose to target an object, the burning ectoplasm does fire damage as above.

4: Hellish Vortex. You manipulate air flow and temperature to bring forth a roaring, fiery, twisting nightmare. A 40-foot high, 5-foot radius funnel of flames appears at a point you choose within 60 feet of you. As a bonus action, you can move the vortex up to 30 feet in any direction.

Creatures within 5 feet of the vortex must make Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and any Large or smaller creature is pulled into the vortex. On a successful save, the target takes half as much damage and isn't pulled in.

The vortex can hold up to two Large, four Medium, or eight Small creatures. Any creature within the vortex is blinded, deafened, and restrained. At the end of each of its turns, a creature can repeat the saving throw. On a failed save, it takes 7d6 fire damage. On a success, the creature is thrown free and lands prone in an unoccupied square 15 feet away from the vortex. The vortex sucks in and ignites any flammable objects in the area that aren't being worn or carried.

The vortex lasts for 1 minute.

5: Detonation. A massive explosion rips through a 30-foot radius sphere centered on a point you choose within 150 feet of you. When you manifest this power, you can designate any number of creatures you can see to be unaffected by it. Each creature in the area must make a Dexterity saving throw. A target takes 12d6 fire damage and 12d6 bludgeoning damage and is knocked prone on a failed save. On a successful save, a target takes half as much damage and isn't knocked prone.

If this damage reduces a target to 0 hit points, it is torn apart by the explosion. The explosion spreads around corners and damages objects in the area and ignites any flammable objects that aren't being worn or carried.

Harbinger

Telepath


  • Manifesting Time: 1 action
  • Range: Self (15-foot - 30-foot cone); 60 feet
  • Display: Me
  • Duration: Instantaneous

You deliver a massive assault on the thought pathways of your enemies.

Augmentation.

0: . A 15-foot cone of raw psychic energy explodes from you. Creatures within the cone must succeed on an Intelligence saving throw or take 1d8 psychic damage.

1: Psychic Crush. Your will abruptly and brutally crushes the mental essence of creatures within range and incapacitates them.

Each creature in a 30-foot cone must succeed on a Wisdom saving throw or collapse unconscious. A creature wakes up if it takes damage, or if another creature uses an action to shake it awake.

2 - 4: Psionic Blast. The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Each creature in a 30-foot cone must make an Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't stunned.

When you manifest this power and use an augmentation 3 or higher, the damage of this effect increases by 2d8 for each augmentation you use.

5: Brain Dissolution. A creature that you can see within 60 feet of you must succeed on a Constitution saving throw or take 15d10 psychic damage. If this damage reduces the target's hit points to 0, its brain dissolves, if it has one.

Hypercognition

Seer


  • Manifesting Time: 1 action
  • Range: see text
  • Display: Me, Vi
  • Duration: Concentration, up to 10 minutes

Your ability to rapidly recognize and retain even the smallest details allows you to learn and deduce answers at astounding speed.

Augmentation.

0: You learn one additional tool proficiency of your choice. You retain this knowledge for the duration.

1: Hyperlingual. You learn one additional language of your choice. You can read, write and speak this language for the duration.

2: Hyper Expertise. You gain proficiency in one additional skill of your choice. You retain this knowledge for the duration.

3: Hyperdeduction. You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge.

However, your knowledge is in fact the result of a logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).

The nature of the knowledge you gain concerning the subject of your analysis is subject to the DM’s discretion but might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.

Additionally, if you make an Intelligence check while under the effects of this power, you gain a bonus to the check equal to twice your Intelligence modifier.

Immortal Body

Egoist


  • Manifesting Time: 1 action - 1 hour (see text)
  • Range: Self
  • Display: Au, Vi, Ma
  • Duration: Concentration, up to 1 - 8 hours (see text)

You allow the mind to take over the physical.

Augmentation.

0: You alter your density and weight to improve your ability to recover. Until this power ends, standing up from prone only uses 10 feet of your movement.

1: Equilibrium. As an action, you adjust your body’s equilibrium to correspond with solid or liquid surfaces that you stand on. You can walk on water, quicksand, or even a spider’s web without sinking or breaking through. You can move at your normal speed, but you cannot dash on an unfirm surface without sinking or breaking through. You can still take damage from harmful surfaces, such as, acid, boiling water, or lava. If you fall from any height while using this power, you only take half damage.

This power last for 1 hour

2: Amorphous Form. As an action, you along with everything you're wearing or carrying, become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You have resistance to nonmagical damage. You can pass through small holes or narrow openings, even mere cracks. You can’t enter water or other liquid.

While in ectoplasmic form, you can't physically attack, talk, or manipulate objects, and any objects you were carrying can't be dropped, used, or otherwise interacted with. You can, however, manifest powers.

This power ends after 1 hour, or you drop to 0 hit points.

3: Immovable. Your body hardens and you mentally attach yourself to the fabric of the plane becoming almost impossible to move. Thus, you could conceivably anchor yourself in midair. Any creature attempting to physically move you must succeed on a Strength (Athletics) check equal to your power save DC + 10.

You gain resistance to bludgeoning, piercing, and slashing damage. You can manifest a power while immovable, but if you manifest a power that would move you in anyway, this effect ends. You can't perform any large-scale movements such as making a melee or ranged weapon attack, but you can still breath, turn your head, move your eyes, talk, and so on.

Teleportation powers, or any telekinetic effect, used in an attempt to move you, automatically fail. You can’t voluntarily move to a new location unless you stop concentrating.

This effect last for 1 hour, or until you are moved, incapacitated, or die.

4: Split Personality. You can spend 1 hour to divide yourself, creating an exact duplicate that comes into existence in an unoccupied square within 5 feet of you.

Your duplicate thinks and acts exactly as you do and obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat, although it won't do anything you wouldn’t do yourself.

Your duplicate has all your abilities and duplicates of all your mundane equipment (clothing, armor, weapons, etc.), except it has half your hit point maximum. You and your duplicate share your remaining augmentations, uses of special abilities, and so on.

Powers, spells, or other effects you are subject to when you manifest this power, do not transfer to your duplicate. Your duplicate is also not affected by a power, spell or other effect that targets you and vice versa, unless the specific effect states otherwise.

When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. At the time of rejoining, you take half of the damage your duplicate has taken since this power was manifested. This damage can't drop you below 1 hit point. If your duplicate dies before the duration expires, no rejoining occurs, and you take 5d10 psychic damage. If you die, your duplicate and all its equipment fades away leaving a swirl of astral mist behind.

The duplicate is friendly to you and creatures you designate. It is unable to increase its level or other abilities, nor can it regain expended augmentations.

You can have only one duplicate in existence at one time and your duplicate cannot use this power. Similarly, attempting to use powers such as leech to hurt your duplicate only damages your duplicate; these powers do not benefit you. Empathic transfer and similar powers are likewise ineffective. All powers and effects that are affecting a duplicate creature, end when this power ends and do not transfer to you, the original.

The duplicate last for 8 hours or until it, or you die.

Implant

Telepath


  • Manifesting Time: 1 action
  • Range: see text
  • Display: Me
  • Duration: Concentration, up to 1 minute - 24 hours (see text)

You implant thoughts and suggestions in a creature's mind that alter its mood, perception, actions, and can even kill it.

Augmentation.

0: You implant a seed of doubt within a creature's mind causing it to hesitate.

1: Implant Bias. You reach into a creature's mind altering its attitude toward a particular creature, object, place, or even an idea or philosophy. The target creature must make a Charisma saving throw.

On a failed save, you can shift the target's attitude to a more favorable one regarding the subject, becoming indifferent if it was hostile or friendly if it was indifferent. If the target is attacked or harmed in any way or if it witnesses any of its friends being harmed, the power ends and it becomes hostile.

Alternatively, you can shift a target's attitude so that it becomes hostile toward the subject, even going so far as to attack it if it is want to do so.

When the power ends, the target's attitude reverts to its prior state, unless actions have been taken that make this unlikely.

2: Implant Suggestion. You telepathically place a suggestion into the mind of a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make a course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration.

If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed. If you or any of your companions damage the target, the power ends, otherwise the duration is 24 hours.

3: Implant Deception. You implant a sensory figment into a creature's mind and make it believe what you want it to see, hear, or feel for the duration. For example, you can attack the subject with hallucinatory monsters or powers, make it believe a company of soldiers resemble a grove of palms, make it think it is curled into the cozy embrace of a lover, or a flagon full of sand actually contains cool refreshing water.

The target must succeed on a Wisdom saving throw or be affected by this power. At the end of each of its turns, the target can make another Wisdom saving throw. On a failed save, it takes 4d10 psychic damage as its mind wrestles with a harmful hallucination or slides deeper into a pleasant one. On a successful save the power ends for that creature, otherwise the duration is 1 minute.

4: Implant Viral Thought. You compel a creature you choose within 30 feet to think a destructive thought which insidiously attacks its mind. The thought then spreads from that creature to another and another and so on. The target must make an Intelligence saving throw, taking 12d6 pyschic damage on a failed save, or half as much damage on a successful one.

As a bonus action on each of your subsequent turns for the duration, you can choose another target within 5 feet of a creature that has failed its save against this effect, and force it to make an Intelligence saving throw. The target takes 12d6 psychic damage on a failed save, or half as much damage on a successful one.

You can spread the thought in this way for 1 minute. You can't, however, spread the thought from a creature that makes a successful saving throw.

5: Implant Hypnotic Suggestion. Choose a number of creatures equal to twice your Intelligence modifier. Each target must make a Wisdom saving throw. On a failed save, the target is charmed. While charmed by this power, a creature is incapacitated and has a speed of 0.

As an action on each of your turns, you can manifest implant suggestion on one target charmed by this power and the target automatically fails its Wisdom save.

An affected creature is then free to follow your suggestion.

Incite Destiny

Seer


  • Manifesting Time: 1 action
  • Range: Self; 60 feet
  • Display: Me
  • Duration: Instantaneous

Your mind alters passages within the scrolls of a creature's fate.

Augmentation.

0: A creature lowers its guard as you deceive it into believing destiny is in its favor as you twist fate against it. A creature that you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the target has disadvantage on the next saving throw it makes against a power you manifest before the end of your next turn.

1: Destiny Dissonance. You open a creature's third eye, and grant it a glimpse at an overwhelming number of its possible futures. A creature that you can see within 60 feet must make an Intelligence saving throw. On a failed save, the target takes 2d6 psychic damage and is stunned until the start of your next turn.

2: Fate of One. Your growing omniscience allows you a chance to avoid an undesirable outcome. When you miss an attack roll, or fail a saving throw or ability check, you can use your reaction to reroll the d20 and you treat a roll of 9 or lower as a 10.

3: Fate Link. You temporarily link the fates of any two creatures that you can see within 60 feet of you. An unwilling target must make an Intelligence saving throw. If both creatures fail their saves, the targets are linked for 1 hour. If either linked creature loses hit points, the other loses the same amount. If one falls unconscious, so does the other. If one creature suffers an effect, such as being charmed, the other creature does as well.

Likewise, if one creature is subjected to an effect to which it is immune, such as a type of energy damage, the linked creature is also immune. If one creature dies, the other must succeed on a Constitution saving throw or suffer 1d6 levels of exhaustion. No other effects are transferred by the fate link.

4: Impose Fatalism. You share a vision of a creature's meaningless existence and watch it submit to its fate. The target must make a Charisma saving throw. On a failed save, the target is incapacitated. On a successful save, the target takes 4d8 psychic damage and isn't incapacitated.

While incapacitated, the target is in a state of lethargy. It doesn't respond to outside stimuli such as, having its name called, being shaken, or even attacks against it. If the creature suffers enough damage from an attack or other injury to drop it below half of its hit point maximum, it can repeat the saving throw. The power ends on a success.

Indurate Skin

Egoist


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Au, Vi
  • Duration: Concentration, up to 1 hour

Your skin thickens and makes you tougher to wound.

Augmentation.

0: You gain a +1 bonus to AC.

1: Leatherskin Until this power ends, your AC can't be less than 13 .

2: Oakskin Until this power ends, your AC can't be less than 16.

3: Stoneskin Until this power ends, you gain resistance to bludgeoning, piercing, and slashing damage.

4: Ironskin Until this power ends, bludgeoning, piercing and slashing damage you take is reduced by 10.

5: Shadowskin Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into other shadows. While in darkness, you become invisible. Manifesting a power does not make you visible. In bright or dim light, you appear as an unattached shadow.

You can move across any surface, including walls and ceilings, as well as across the surfaces of liquids. Your space does not change, so you cannot move into locations you would not normally be able to move into.

While in your shadowskin, you gain resistance to acid, cold fire, lightning, thunder, bludgeoning, piercing and slashing damage. You are immune to necrotic and poison damage as well as the poisoned condition.

You gain darkvision out to 60 feet. While affected by this power, you can't harm anyone physically or manipulate any objects, but you can use your powers as normal.

Inertial Defense

Savant


  • Manifesting Time: 1 reaction; 1 action (see text)
  • Range: Self
  • Display: Vi
  • Duration: 1 minute - 8 hours (see text)

You bend the physical properties of reality to defend yourself.

Augmentation.

0: Your mental inertia prevents some damage from blows you take. When you take damage from a weapon attack, you can use your reaction to roll a d4 and subtract the number rolled from the damage. This effect ends after you have used it three times.

1: Inertial Armor Your mind generates a tangible field of force around you until this power ends. Your base AC becomes 13 + your Dexterity modifier. The power ends if you don armor or if you dismiss the power as an action. Your inertial armor can be invisible or can appear as a colored glow (your choice).

Because inertial armor is composed of psychokinetic force, incorporeal creatures have disadvantage on attacks against you.

Inertial Armor lasts for 8 hours.

2: Inertial Skin. You create a skin-tight psychokinetic barrier around yourself that resist physical damage. You gain resistance to bludgeoning, piercing, and slashing damage. The inertial barrier also absorbs half the damage you take from falling.

Because inertial skin is composed of psychokinetic force, incorporeal creatures have disadvantage on attacks against you.

Inertial Skin lasts for 1 hour.

3: Inertial Barrier. You manifest an invisible barrier of force which can thwart incoming attacks, provide cover or even smash through enemies.

The barrier provides half-cover (+2 bonus to AC and Dexterity saving throws) and moves with you.

Any attack roll that is high enough to hit your normal AC, but misses because the barrier is active, instead hits the barrier.

While the barrier is active, any creature within 5 feet of you that makes an attack roll against you, must succeed on a Strength saving throw or be pushed back 5 feet and be unable to attack you.

Additionally, as an action on each of your turns after you manifest the barrier, you can use it to try and bash a creature within 5 feet of you. Make a melee power attack. On a hit, a target takes 4d8 force damage and is pushed back 5 feet.

The barrier has 25 hit points, resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and is immune to psychic and force damage. Once the barrier drops to 0 hit points, it dissipates.

Inertial Barrier lasts for 1 minute.

Inflict Psychosis

Telepath


  • Manifesting Time: 1 action
  • Range: Touch - 60 feet (see text)
  • Display: Au, Me
  • Duration: Concentration, up to 1 minute

Using your own mind, you warp and break other minds.

Augmentation.

0: As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. 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. The sound lasts for the duration.

If you create an image, 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 the duration and disappears if the creature touches it.

1: Cognitive Dissonance. A hostile creature experiences contradictory thoughts about whether to attack you or your companions. You can designate up to three creatures (including you) within 30 feet of you. Until the power ends, a creature that targets those you designate with an attack or a harmful power must first make an Intelligence saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect you or your allies from area effects, such as the explosion from detonate.

2: Derangement. You pierce a creature's mind within 60 feet of you and force it to make an Intelligence saving throw. On a failed save, the target is inflicted with madness. When you manifest this power, choose one of the following conditions:

  • The target becomes extremely paranoid and has disadvantage on Wisdom (Perception) checks and Intelligence, Wisdom and Charisma saving throws.

  • The target retreats into its own mind and becomes paralyzed. This effect ends if it takes damage.

  • The target becomes incapacitated and spends the duration screaming laughing or weeping.

  • The target must use its action each round to attack the nearest creature.

At the DM's option, you may choose an alternative madness effect, but it should be no more powerful than those described above. The DM has final say on the effect of such madness.

3: Inflict Insanity. A creature you choose within 60 feet of you must succeed on an Intelligence saving throw or take 5d8 psychic damage and be driven insane until the power ends. While insane, the target can't take actions, can't understand what other creatures say, can't read, and can speak only in gibberish. The DM controls its movement which is erratic.

The affected creature can repeat the saving throw at the start of each of its turns, ending this effect on a success.

4: Break Mind. You send out a mental pulse which seeks and destroys a creature's mind. A creature you choose within range must make an Intelligence saving throw. On a failed save, the target has vulnerability to psychic damage for the duration and takes 5d8 psychic damage, or half as much damage on a successful one.

You can cause this damage as an action on each of your turns. At the start of each of the target's turns, it can repeat the saving throw. The power ends on a successful save.

Inner Light

Shaper


  • Manifesting Time: 1 action
  • Range: 10 - 30 feet (see text)
  • Display: Me, Vi
  • Duration: Concentration, up to 1 hour

You conjure a luminant sphere that hovers just above your outstretched hand and brightens the darkness ahead.

Augmentation.

0: You create a sphere of light that hovers 5 feet above the ground and remains within 10 feet of you. It sheds bright light in a 20-foot radius and dim light in a 20-foot radius. As a bonus action, you can cause the light to wink out or turn on.

1: Luminescence. As a bonus action, you can either move the sphere you create up to 30 feet in any direction, decrease or increase the radius of light the sphere sheds by up to 20 feet, focus the sphere's light into a single beam of bright light out to a range equal to twice its radius and finally, you can cause the light to wink out or turn on.

2: Glare. As an action, you can move the sphere to within 5 feet of you, and cause it to bathe you in light so intense that other creatures have difficulty seeing you.

Any creature that makes an attack against you has disadvantage on the roll. The light doesn't affect your vision, however.

Alternatively, you can command the sphere to move up to its range and remain within 5 feet of another creature to provide the same protection or attempt to blind it.

If you attempt to blind a creature, it must succeed on a Constitution saving throw or be blinded for 1 minute.

At the end of each of its turns, an affected creature can make another Constitution saving throw, ending this effect on itself on a success.

Invoke Anger

Telepath


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Me, Vi
  • Duration: Instantaneous

Augmentation.

0: You cause a creature you can see, or sense, within range to lash out and act erratically. It must succeed on a Charisma saving throw or have disadvantage on its next attack roll.

1: Invoke Rage. You cause a creature you can see, or sense, within range to fly into a white hot rage. It must succeed on a Charisma saving throw or randomly attack the nearest creature it can see. If no creature is near enough to move to and attack, it uses its movement to get closer to a random creature, even dashing to do so.

Additionally, the target has resistance to non-magical bludgeoning, piercing and slashing damage. This effect lasts until the end of the target's next turn.

2: Invoke Reckless Fury. As invoke rage, except the target has advantage on attack rolls it makes and attack rolls against it have advantage. Additionally, it continues to attack until it has no targets left, is incapacitated, or dies. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Invoke Fear

Telepath


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Au, Me, Vi
  • Duration: Concentration, up to 1 minute

Augmentation.

0: You cause a creature you can see within range to fear everything it sees or hears. Constructs and undead are immune to this effect. The target must succeed on a Wisdom saving throw or become frightened until the effect ends.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1: Invoke Dread. A creature you can see within range cowers as you make it believe that you are the harbinger of its impending doom. Constructs and undead are immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the effect ends. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2: Invoke Panic. A creature you can see within range becomes so scared it instinctually attempts to flee. Constructs and undead are immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the effect ends.

While frightened in this manner, a creature must take the Dash action and move away from you in a random direction or the safest available route on each of its turns if possible, unless there is nowhere to move. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3: Invoke Terror. Choose up to three creatures you can see within range. Utterly terrified of you, they stand frozen in fear. Constructs and undead are immune to this effect. Each creature must succeed on a Wisdom saving throw. On a failed save, a target takes 4d6 psychic damage, and is paralyzed for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Kinetic Projection

Savant


  • Manifesting Time: 1 action
  • Range: Self (10 feet - 30-foot line); Touch (see text)
  • Display: Au, Vi
  • Duration: Instantaneous

You harness the motion around you and project it in devastating ways.

Augmentation.

0: You magnify the energy of your mere touch. Make a melee power attack against a creature you can reach. On a hit, the target takes 2d8 force damage.

1: Kinetic Strike. You touch a creature and imbue its weapon or unarmed strike with volatile energy. When the wielder hits with a weapon attack, they can choose to discharge that energy to knock a creature prone. The target must succeed on a Strength saving throw to avoid this affect.

The energy remains stored for 1 minute, after which it dissipates if not used.

2: Kinetic Projectile. You touch up to three small, nonmagical items, charging them with kinetic energy, and hurl them toward targets within 90 feet of you. You can hurl them at one target or several. Make a ranged power attack for each projectile. On a hit, the target takes 2d10 force damage.

Objects can be small stones, cups, coins, ball bearings, and so on. If you use a small weapon for this attack, such as, a dagger or hand axe, the weapon doesn't use its normal damage, instead doing force damage as above.

3: Kinetic Charge. You ram your body into a creature or object and violently transfer your kinetic energy to it. You must move at least 10 feet in a straight line. Starting with the first creature in the line, make a melee power attack against it. On a hit, the target takes 3d10 force damage and is pushed 5 feet to either side of the line (your choice). You can then make an attack against the next creature in the line and so on. You can repeat this until you have moved up to 30 feet.

If you miss an attack, you can force a creature to make a Strength saving throw. On a failed save, the creature is pushed 5 feet to either side of the line (your choice) and you can make an attack against the next creature in the line, as above. On a successful save, you stop in your current space.

Alternatively, you can batter objects. You must move at least 10 feet in a straight line toward the target and make a melee power attack against it. On a hit, the object takes 5d10 force damage.

4: Kinetic Discharge. You stomp your foot generating a massive shockwave of explosive force along the ground towards your foes. Any creature in a 30-foot line extending from you, must make a Strength saving throw.

On a failed save, a target takes 8d10 force damage and is pushed 10 feet to either side of the line (your choice). Creatures that succeed on the save, take half as much damage and aren’t pushed.

Knowledge Transference

Telepath


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Me
  • Duration: 1 hour

You connect your mind with another creature's, and share your intellectual acuity and defenses.

Augmentation.

0: You grant one creature you touch advantage on Intelligence checks.

1: Skill Transference. Up to three creatures you touch gain proficiency in one of your chosen skills.

2: Cognitive Transference. You can transfer your mental defenses to another creature. Until this power ends, the target gains proficiency in your choice of, Intelligence, Wisdom, or Charisma saving throws provided you are also proficient in the chosen save when you manifest the power.

3: Reciprocal Transfer. You can temporarily transfer your knowledge and defenses to another creature, and it can temporarily transfer its knowledge and defenses to you. A creature you touch gains proficiency with two of your skills and one saving throw you have proficiency with through the psion class.

Additionally, the creature can transfer two of its skill proficiencies to you and one saving throw it has proficiency in through one class.

4: Power Transference. You bestow one augmented psionic power of your choice to one creature you touch. The creature doesn't need to have the psionics class feature to gain this power. When you manifest this effect, you decide the level of augmentation you will bestow along with the chosen power. The augmentation can be no higher than 2.

The creature's manifesting ability for this power is Intelligence. Its power attack modifier is its proficiency bonus + its Intelligence modifier. The power save DC for the transferred power is 8 + the creature's proficiency bonus + its Intelligence modifier.

If the creature doesn't manifest the power before the end of the duration, the power is lost. All other rules that apply to manifesting powers, also apply to the transferred power along with the rules in its description.

Leech

Egoist


  • Manifesting Time: 1 action
  • Range: Self - Touch
  • Display: Au, Me, Vi
  • Duration: Instantaneous

Your touch a creature, drawing their mental and physical energies into yourself.

Augmentation.

0 - 1: Your touch siphons off a fragment of a creature's agility or strength. Make a melee power attack against a creature within your reach.

On a hit, the target does only half damage with its weapon attacks until the start of your next turn and you gain advantage on your next attack roll.

When you manifest this power and use an augmentation 1, on a hit, the target does no damage with its weapon attacks until the start of your next turn. Additionally, when you make a weapon attack before the end of your next turn and hit, you deal extra damage equal to your Intelligence modifier.

2: Bloodletting. Make a melee power attack against a creature within your reach. On a hit, the target begins to bleed profusely and takes 2d4 necrotic damage. At the start of each of the bleeding creature's turns, it takes an additional 2d4 necrotic damage. It can then make a Constitution saving throw, ending the effect on itself on a success.

Alternatively, the bleeding creature or a creature within 5 feet of it, can use its action to make a Wisdom (Medicine) check against your power save DC to staunch the bleeding, ending the effect on a success.

Each time the creature takes damage from this effect, you regain a number of hit points equal to the damage it takes.

3: Mental Drain. Make a melee power attack against a creature within your reach. On a hit, the target takes 3d6 points of psychic damage. The target is stunned until the end of your next turn and you regain hit points equal to the amount of damage it takes.

4: Siphon Life. You drain life energy from a creature and use it to fuel your psionic powers. Make a melee power attack against a creature within your reach. On a hit, the target takes 6d8 necrotic damage. You regain augmentations equal to 1 for each 10 points of damage a creature takes from this power. None of the regained augmentations can be higher than 3. The augmentations regained can be in any combination.

For example, if you deal 32 points of damage, you can regain three augmentation 1s, one augmentation 1 and one augmentation 2, or one each of an augmentation 2 or 3.

5: Spiritual Release. You inhale deeply and draw a creature's essence into yourself. The target must make a Constitution saving throw. On a failed save, a creature that has fewer than 100 hit points dies, and you regain 50 hit points. On a successful save, a creature is reduced to half their current hit point total and you regain 25 hit points.

The number of hit points you regain can't exceed your hit point maximum.

Manipulate Memory

Telepath


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Me
  • Duration: Concentration, up to 1 minute

You manipulate a creature's thoughts, altering or destroying them outright.

Augmentation.

0: You cause a lapse in a creature's mind and it momentarily forgets what it's doing. The target must make an Intelligence saving throw. On a failed save, it can only use its reaction and movement until the power ends.

At the start of each of the target's turns, it can repeat the saving throw to recall, ending the effect on a success.

1: Memory Hole. You sift through your foe's mind for the mental representation of yourself within it and brutally rip it out. Make a ranged power attack against the target. On a hit, the target takes 2d6 psychic damage and you become invisible to the target for the duration, or until you attack or manifest a power.

2: Figment. You make it difficult for creatures to determine if you are truly there, or merely a shadow of the mind. Each creature you choose within range, must make a Wisdom saving throw. A creature within 5 feet of you has advantage on the save. On a failed save, a target takes 5d6 psychic damage and you are invisible to that creature. Until this power ends, you remain invisible to the affected creature, or until you attack or manifest a power.

3: Mindwipe. You temporarily erase memories from the mind of a creature within range. The target must succeed on an Intelligence saving throw or suffer from partial amnesia. The creature knows who it is and retains all of its abilities and racial traits.

But, it doesn't recognize others or remember anything that happened before you manifest this power. You may be able to convince the target that you are its friends or that someone else is an enemy.

Even losing some memories, a creature will usually act according to its nature. If it was hostile before having its mind wiped, for example, it may still be hostile afterward. A hungry owlbear may continue its attack because it would have attacked anything it considered suitable prey.

4: Modify Memory. You attempt to reshape another creature's memories. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for 1 minute. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

While this charm lasts, 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. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You can speak to the target or communicate telepathically with it to describe how its memories are affected, and unless an ability or power allows an exception, 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 power ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, 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 DM might deem a modified memory to nonsensical to affect a creature in a significant manner.

Manifesting the revitalize effect of psychic chirugery on the target restores the creature's true memory.

5: Distant Memory. As modify memory, except you can alter a creature's memory of an event that took place at any time in its past.

Mental Leap

Nomad


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Au, Vi
  • Duration: Instantaneous

You touch a creature, infusing its legs with psionic energy.

Augmentation.

0: The target's jump distance is doubled.

1: Chain Jump. The target can forfeit its normal movement on its turn to make three standing jumps of up to 20 feet each.

2 - 4: Force Leap. You grant a creature the ability to leap through the air and land with such force that creatures around it are knocked off balance.

The target can jump up to a number of feet equal to their walking speed. Each creature within 5 feet of the space in which the target lands, must make a Strength saving throw. On a failed save, a creature takes 4d6 force damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.

When you manifest this power using an augmentation 3 or higher, the force damage increases by 2d6 for each augmentation you expend.

Metamorphosis

Egoist


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Au, Ma, Vi
  • Duration: Concentration, up to 1 hour

You can use this power to change physical aspects of yourself or another creature or transform entirely into someone or something else.

Augmentation.

0: You make minor alterations to the appearance of a creature you can see within range, such as, changing the shape of target's nose or ears, hair length or color, skin tone, adding or subtracting blemishes, eye color or shape, and the like.

An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

1: Alter Ego You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any, you can make yourself appear as a member of another race, though none of your statistics change.

You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this power to become quadrupedal, for instance.

At any time for the duration of the power, you can use your action to change your appearance in this way again.

2: Mimic You shift into a simple, nonmagical object of Medium or Small size, such as, a chest, chair, table, rug and so on. Your game statistics are replaced by the statistics of the object, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.

You also retain all of your skill and saving throw proficiencies, though you may be unable to use those tied to physical abilities.

In this form, you assume the object's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

For example, if you take 10 damage in your new form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is part of the ruse. Equipment that merges has no effect in that state.

3: Shift As mimic, except where noted below.

  • You assume the form of a Small or Medium-sized humanoid with a challenge rating equal to or less than your level. You shift into an average example of the creature, one without any class levels or the psionics trait.

  • You gain any of the new forms skills or saving throw proficiencies, if it has any. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.

  • You can manifest powers while in this new form. Transforming doesn't break your concentration on a power you've already manifest, or prevent you from taking actions that are part of a power, such as reactive vigor, that you've already manifest. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's size.

Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

4: Metamorph As shift, except you can target yourself or another creature that you can see within range. The new form can be any humanoid, or beast whose challenge rating is equal to or less than your level, in addition to any Medium or smaller, nonmagical, simple object.

An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.



Mindfire

Savant


  • Manifesting Time: 1 action
  • Range: Self - 60 feet (see text)
  • Display: Au, Vi
  • Duration: Instantaneous

Your mind creates flames as hot as Phlegethos that immolate all they touch.

Augmentation.

0: You manifest a spout of flame in a creature's space that you can see within range. The target must make a Dexterity saving throw. On a failed save it takes 2d6 fire damage, or half as much damage on a successful one. (fire stone)

1: Singe. A gout of intense flames spews from thin air toward a creature, with heat so intense, it burns nearby creatures as well. Choose a creature that you can see within range. The target must succeed on a Dexterity saving throw. A creature that failes its save, takes 3d6 fire damage, or half as much damage on a successful one.

Any creature within 5 feet of the target must also make a Dexterity saving throw. It takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

2: Engulf. Flames flare around a creature, engulfing it. A creature you choose within range and each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, it takes 4d6 fire damage, or half as much damage on a success.

At the end of each of an affected creatures' turns, it must make another Dexterity saving throw. It takes an additional 4d6 fire damage on a failed save, or half as much damage on a successful one and the effect ends.

The fire ignites any flammable objects in the area that aren't being worn or carried.

3: Molten Missile. You telekinetically form three, 12-inch diameter, igneous spheres from earth or debris and heat them to near molten, launching them at targets within range. You can launch them at one target or several.

Make a ranged power attack for each missile. On a hit, the sphere explodes. A target takes 5d6 fire damage and 5d6 bludgeoning damage and is pushed 10 feet.

4: Conflagration. A massive burst of raging flames surround you, burning everything within a 20-foot radius sphere centered on you. Creatures in the area must succeed on a Dexterity saving throw or take 7d6 fire damage. On a successful save, a target takes half as much damage. You can choose a number of creatures to be unaffected by this power.

At the start of your next turn, you can use your action to cause this damage again and the power ends. The fire ignites any flammable objects in the area that aren't being worn or carried.

Mind Over Matter

Savant


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Ma, Me
  • Duration: Concentration, up to 10 minutes

You mentally manipulate matter even down to its smallest elements.

Augmentation.

0: Your mind can piece together, break, straighten, or warp a Tiny, single-piece, nonmagical object, such as a glass goblet, wooden footstool, metal spoon, and so on.

1: Assemble/Disassemble. You can build an object from or break it down into its constituent parts. The object you choose can be no larger than 3 cubic feet in size.

You could, for example, break a sword down into its hilt, cross-guard, and blade, build a suit of armor from pieces you found, or dismantle a chest and so on. If the object is being worn or carried by a creature, that creature can make a Dexterity saving throw to avoid this affect.

2: Matter Agitation. You can excite the structure of a Medium or smaller, nonpsionic, nonmagical object, heating it to the point of melting. If a creature is wearing or carrying an object, it can make a Dexterity saving throw, avoiding this effect on a success. Objects melt or burn as determined below. You must concentrate for the duration rolled to melt the object.

Regardless of size, objects made from readily flammable material (paper, dry grass, tinder, torches and so on) automatically ignite and burn in 1 round.

Melting Time
Size Material Rounds
Medium or smaller Nonmetal 1d6 rounds
Tiny Metal 2d10 + 10 rounds
Medium Metal 1d4 + 1 minutes

A creature in physical contact with or that touches an affected object before it melts, takes 3d8 fire damage. A creature holding or wearing an affected object, takes 3d8 fire damage each round until the object melts or it discards the object.

3: Matter Manipulation. You can exploit vulnerabilities in objects or sure them up. You make an object you touch resistant or vulnerable to a specific damage type that you choose. Additionally, you can increase or decrease the damage threshold of an object, if it has one, by an amount equal to your Intelligence modifier.

4: Deconstruct. Choose a construct within range. The target must make a Constitution saving throw. On a failed save, the target takes 3d10 force damage and becomes vulnerable to force damage for the duration. On a successful save, the target takes half as much damage and isn't vulnerable to force damage.

Until this power ends, you can use your bonus action on each of your turns to deal the force damage to the target again. Each time the target takes damage from this effect, it can make a Constitution saving throw, ending the power on a success.

5: Matter Decimation. With a single thought, you reduce objects to a pile of dust. You can reduce 10 cubic feet of of nonmagical matter (clay, wood, stone, metal) to fine dust.

You can attempt to destroy a magical object, excluding legendary items or artificacts. To do so, you must make an ability check with your manifesting ability. The DC equals 12 + 3 for each level of rarity of the object. For example, DC 15 for a common item, DC 18 for an uncommon item, DC 21 for a rare item, and DC 24 for a very rare item.


Mind Probe

Telepath


  • Manifesting Time: 1 action
  • Range: 30 feet - 150 feet
  • Display: Me
  • Duration: Concentration, up to 1 - 10 minutes (see text)

With your telepathic abilities, you reach out to contact the minds of other creatures to discover their most innocent musings and their darkest secrets.

Augmentation.

0: You can contact the mind of a creature that you can see within 30 feet of you. An unwilling creature can make an Intelligence saving throw. On a failed save, you can read its surface thoughts--what is most on its mind in that moment--for 1 minute. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

1: Sense Thoughts. For the Duration, you can read the thoughts of certain creatures. When you manifest the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insi⁠ght into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

You can also use this power to detect the presence of thinking creatures you can’t see. When you manifest the power or as your action during the Duration, you can s⁠earch for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the Duration as described above, even if you can’t see it, but it must still be within range.

A creature protected by thought shield, mind blank, nondetection, or similar effect, can't be perceived in this manner.

This power lasts for 1 minute.

2: Sense Mind. You are aware of the presence of creatures within 60 feet of you that have an Intelligence score of 3 or higher. You know the distance and direction to each creature as well as each one's Intelligence score.

3: Thought Parasite. Until the power ends, you can telepathically leech thoughts from any creature whose mind you've made contact within the last minute.

A creature protected by thought shield, mind blank, nondetection, or similar effect can't be probed in this manner.

The duration of this power is 10 minutes.

4: Mental Invasion. You forcibly extract information from the mind of a creature you touch. The target must make an Intelligence saving throw. On a failed save, the target is stunned for 1 minute. While it is stunned in this way, you can ask the target up to three questions. For each question you ask, the target can repeat the saving throw. On a failed save, the target takes 3d8 psychic damage and you telepathically elicit the answer to your question. The answer you receive is truthful at least in the creature's mind.

Minor Craft

Shaper talent


  • Manifesting Time: 1 hour
  • Range: Self
  • Display: Au, Ma, Vi
  • Duration: Instantaneous

You conjure and mold a small amount of ectoplasm into a simple object of cloth, paper or wood. A single-piece wooden figurine, a bowl, cup or utensils for eating, a piece of paper, a button, a small lidless box, and a stitched doll are examples of the types of items you can create. The item is permanent.

This talent can't create complex objects, objects made up of two or more parts, living organic or mineral matter, gems, or items capable of generating energy and so on.

Passage

Nomad


  • Manifesting Time: 1 action
  • Range: see text
  • Display: Au, Vi
  • Duration: Concentration, up to 1 minute

You utilize tears, holes, rifts, and portals to cross the world, the planes and even a short span of time.

Augmentation.

0: You tread small planar tears to maintain your footing. Difficult terrain doesn't cost you extra movement.

1: Dimensional Tunnel. You create a two-way, dimensional tunnel to bypass distance and even solid objects. You can make the tunnel's exit appear up to 30 feet from you. The hole is wide enough for you to look through or even reach your hand and arm through.

The hole bypasses solid objects like doors and walls, though it doesn't necessarily allow you to discern what's on the other side. Creatures that may be on the other side of a door or wall, can see the tunnel when it appears and can even attack you if you reach through it.

Dimensional interference prevents you from manifesting powers through the tunnel, though physical attacks are possible. Any weapon attacks made through the tunnel have disadvantage.

2: Time Hop A willing creature you touch hops forward in time a few moments, disappearing in a shimmer of silver energy. The target vanishes from its space, then reappears once this power ends. The target reappears in exactly the same orientation and condition as before. From its point of view, no time has passed. An unwilling creature that succeeds on a Charisma saving throw, is unaffected

At the end of each of its turns, the target can make another Charisma saving throw. On a success, the target returns to its original space.

If the target's original space is occupied upon its return to the time stream, it appears in the nearest unoccupied space. Determine the closest space randomly if necessary.

3: Ethereal Jaunt As a bonus action, you can magically shift from your current plane to the Ethereal Plane, and vice versa.

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 there more than 60 feet away.

You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

4: Slide Until this power ends, you can use your action to instantly transport to a destination you select on the Material Plane or an entirely different plane. You can bring along objects as long as their weight doesn’t exceed what you can carry.

You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, one you have been to before or one you can describe by stating distance and direction, such as “2000 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”

You can attempt to slide to more than one destination, bring along a number of creatures equal to your Intelligence modifier (minimum 1), or bring along larger objects before this power ends. Pushing the limits of this power, however, can affect whether you arrive at your destination successfully. The DM rolls a d20 and consults the following tables.

# Destinations Modifier
1 +0
2 -2
3 -3
4 -4
5 or more -10

# Creatures Modifier
You +0
1 -1
2 -2
3 -3
4 -4
5 -5
Larger Object Volume Modifier
Carry Weight +0
2 Cubic Feet -1
4 Cubic Feet -2
6 Cubic Feet -3
8 Cubic Feet -4
10 Cubic Feet -5


On a roll of 8 or higher, you successfully reach your destination. On a roll of 4 - 7, you fail to reach your destination. However, you can try again until the power ends.

On a roll of 1 - 3, you aren't transported and the power ends. Additionally, you and each creature or larger object with you, if there are any, take 3d10 force damage.

If you would arrive in a place already occupied by an object or a creature, you and any creature or object you brought with you each take 3d10 force damage, and the power fails to transport you.

Pernicious Teleport

Nomad


  • Manifesting Time: 1 reaction; 1 action (see text)
  • Range: Self (30 feet); 60 feet (see text)
  • Display: Au, Vi
  • Duration: Instantaneous

Your mastery of teleportation is the bane of your enemies.

Augmentation.

0: You teleport portions of the ground away beneath a creature's feet, and impede its movement. The area is considered difficult terrain. If a creature makes a successful Dexterity saving throw it can move at its normal walking speed.

1: Trace Teleport. You can trace the destination of any psionic or magical teleportation made by others within this power’s area within the last minute.

You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (provided you are able to teleport), as if you had seen the location. This power does not grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the location.

2: Disrupt Teleport. When a creature that you can see within range uses a teleportation effect, you can use your reaction to prevent it from teleporting.

3: Displacing Teleport. You teleport up to 30 feet to an unoccupied space that you can see within range and unleash a massive wave of psionic force. Choose up to five creatures within 15 feet of the space you appear. Each creature must succeed on a Charisma saving throw or take 4d10 force damage and be teleported 30 feet in a random direction.

On a successful save, a creature takes half as much damage and isn't teleported.

4: Baleful Teleport. You disperse miniscule portions of a creature through teleportation. A target in range, must make a Charisma saving throw. On a failed save, the target takes 10d10 force damage. If a creature is reduced to 0 hit points by this power, it dissipates into nothingness. Targets can be protected from the effects of baleful teleport by dimensional anchor.

Pike Ring

Shaper


  • Manifesting Time: 1 action
  • Range: Self (5-foot radius)
  • Display: Au, Vi
  • Duration: Concentration, up to 1 minute

You cause sharpened crystal pikes to thrust up in a 5-foot radius defensive ring around you.

Augmentation.

0: Until this power ends, when a hostile creature moves within 5 feet of you, it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 piercing damage or 1d10 piercing damage if the creature moves more than 10 feet and ends its movement within 5 feet of you. A creature that succeeds on its save takes half as much damage.

1-3: When you manifest this power and expend an augmentation 1 or higher, the damage increases by 1d6 or 1d10 for each augmentation, and the creature can't attack you until the start of its next turn.

Planar Touch

Nomad


  • Manifesting Time: 1 reaction; 1 action (see text)
  • Range: Touch
  • Display: Au, Vi
  • Duration: Concentration, up to 1 minute

You have mastered shifting creatures and objects to and from the Ethereal Plane.

Augmentation.

0: For the duration, you can see and interact with creatures and objects on the Ethereal Plane.

1. Phasing Defense. Until this power ends, as a reaction when a creature targets you with a melee attack, you can make a melee power attack against it. On a hit, the creature becomes ethereal until the end of its turn.

2. Phase Object. An object you touch becomes ethereal for the duration. You can affect a Medium or smaller object with this power. If an object is being worn, held, or carried, the creature can make a Dexterity saving throw to avoid this effect.

3. Phase Creature. You touch a creature, and temporarily banish it to the Ethereal Plane. Make a melee power attack against one creature within your reach.

On a hit, the target becomes ethereal for the duration. If the target is on the Ethereal Plane when you manifest this power, the power fails.

At the start of each of its turns, the target can make a Charisma saving throw, ending the effect on itself on a success.

4: Displacing Touch. When you manifest this power, you touch one creature and violently eject its astral body from its physical one. The target must make a Charisma saving throw. On a failed save, the target takes 6d10 force damage and is forcefully projected into the Astral Plane. On a successful save, the target remains on its current plane.

The material body the creature leaves behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. The target remains in the Astral Plane until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

Psionic Aegis

Telepath


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Me, Vi
  • Duration: Concentration, up to 8 hours

You deftly defend your mind against outward influence and assault.

Augmentation.

0: For the duration, you have advantage on saving throws against powers and effects that stun you.

1: Empty Mind. Until this power ends, if you are subjected to an effect that would charm you, you gain advantage on the saving throw, if there is one.

2: Mental Barrier Choose one saving throw in which you aren't proficient. Until this power ends, you gain a bonus to that saving throw equal to your Intelligence modifier. [bonus to all saves??]

3: Thought Shield. You are immune to powers and effects that allow other creatures to read your thoughts, determine whether you are lying, know your alignment, your creature type, or your location. Creatures can telepathically communicate with you only if you allow it.

4: Intellect Fortress. Until this power ends, you gain advantage against attempts to stun you, mentally control you, or reduce your Intelligence score in addition to gaining advantage on saving throws to end such effects. [End effect as an action]

You also have resistance to psychic damage for the duration.

Psionic Assault

Telepath


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Me, Vi
  • Duration: Concentration, up to 1 minute

This power assails the conscious and unconscious minds of your foes and leaves them reeling and unable to focus.

Augmentation.

0: . Your direct mental assault affects a creature's physical ability. Make a ranged power attack against a creature within range. On a hit, the target takes 1d8 psychic damage and has disadvantage on attacks against you for the duration.

1: Id Insinuation. You send tendrils of thought into a foe's mind to unleash its uncontrolled subconscious, and pit it against its more restrained mind. A creature that you can see or sense in range must make an Intelligence saving throw. On a failed save, the target does nothing for the duration.

At the end of each of the creature's turn, it can make another Intelligence saving throw. A successful save ends the effect.

2: Ego Whip. You lash the mind of a creature that you can see within range and force it to make an Intelligence saving throw. On a failed save, the target has disadvantage on attack rolls, saving throws and ability checks for the duration. Additionally, if the target attempts to manifest a power or cast a spell, it must make an ability check using its manifesting or spellcasting ability equal to your DC to do so.

3: Mind Thrust. One creature you see within range must make an Intelligence saving throw. On a failed save, the target takes 6d8 psychic damage and if it is concentrating on a power, spell, or ability, it loses concentration.

Psionic Beast

Egoist


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Vi
  • Duration: Concentration, up to 1 Hour

You partially morph into a bestial creature which enhances your abilities and lets you unleash savage attacks against your foes.

Augmentation.

0: You gain a +1 bonus to AC due to your thickened hide.

1: In addition to the above, choose one of the following effects.

Agility of the Monkey. You gain a climbing speed equal to your walking speed.

Claws of the Wolverine. Your fingernails grow into long, flesh-shredding claws. When you manifest the claws, you can make a melee weapon attack against a creature within your reach as part of the same action.

On a hit, the target takes 1d8 slashing damage. On each of your turns, you can use your action to make this attack. You can use Intelligence instead of Strength or Dexterity for the attack and damage. As a bonus action, you can make a second attack with your claws.

Fangs of the Viper. Dagger-like fangs spring from your mouth. When you manifest the fangs, you can make a melee weapon attack against a creature within your reach as part of the same action.

You can use Intelligence instead of Strength or Dexterity for the attack. On each of your turns, you can use your action to make this attack. You can use Intelligence instead of Strength or Dexterity for the attack.

On a hit, the target takes 2d4 piercing damage and must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage, or half as much damage on a success.

Skin of the Chameleon. You gain advantage on Dexterity (Stealth) checks made to hide.

Speed of the Stallion. Your speed doubles.

2: Your bestial attacks, senses and natural armor grow stronger. The bonus to your AC increases to +2 and you can choose from the following effects.

Arms of the Constrictor. As part of the same action when you manifest this power, you can make an opposed grapple check against a creature within your reach. You gain a bonus on the check equal to your Intelligence modifier. On a success, the target is grappled and restrained. On each of your following turns, you can use a bonus action to constrict the target for 2d6 bludgeoning damage. The target can attempt to escape by making a Strength or Dexterity check (its choice) opposed by your grapple check. You gain the Intelligence modifier bonus to this check as well.

Senses of the Wolf. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally, invisible creatures within 10 feet of you are not hidden from you, though you still can't see them.

Tusks of the Boar. From your mouth grow two razor-sharp tusks. When you manifest the tusks, you can make a melee weapon attack against a creature within your reach as part of the same action. On a hit, the target takes 3d6 slashing damage. On each of your turns, you can use your action to make this attack. You can use Intelligence instead of Strength or Dexterity for the attack and damage.

If you move at least 20 feet straight toward a creature before hitting it with your tusks, this attack does an extra 3d6 slashing damage and the target must succeed on a Strength saving throw or be knocked prone.

Wings of the Dragonfly. Four transparent, veiny wings unfurl from your back. You gain a 60-foot flying speed and the ability to hover.

Psionic Hammer

Egoist talent


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Au
  • Duration: Instantaneous

This power psionically charges your mere touch with the force of a warhammer. Make a melee power attack against a creature you can reach.

On a hit, you deal 1d10 bludgeoning damage to the target. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Psychic Chirurgery

Telepath


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Au, Me, Vi
  • Duration: Instantaneous

You reach into and repair the warped or broken mind of a nearby creature, or bolster it against harm.

Augmentation.

0: Your touch aids a creature in freeing its mind. You grant advantage on the target's next Intelligence saving throw.

1: Mental Fortitude. You grant a creature advantage on its next Wisdom or Charisma saving throw.

2: Freedom of Thought. You can immediately end the frightened or stunned condition on one creature you touch.

3: Psychic Restoration. You remove a debilitating effect from one creature you touch. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One compulsion, or charm effect on the target
  • One non-weapon effect that paralyzed the target
  • Any reduction to the target's Intelligence or Charisma scores
  • One instance of short-term, long-term, or indefinite madness

5: Revitalize. You touch one creature and can remove the following effects: all levels of exhaustion, any mind-affecting effect, any effect caused by a power from the telepath discipline, all forms of madness, and confusion.

Puppeteer

Savant


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Au, Ma
  • Duration: Concentration, up to 1 minute

Your mastery of telekinesis allows you to manipulate a creature’s body and use it for your own purposes.

Augmentation.

0: You take partial control of a creature's mobility. Choose a creature you can see within range. The target must make a Strength saving throw. On a failed save, its speed is reduced by 10 feet.

1: Halt.. You hold a creature in place, and prevent it from moving. Choose a creature that you can see within range. The target must make a Strength saving throw. On a failed save, its speed drops to 0 for the duration. On a successful save, its speed is halved until the start of its next turn.

2: Pawn. You take limited control over a creature's body. A creature you choose that you can see within range, must make a Strength saving throw. On a failed save, the target is affected by this power.

Until this power ends, you can use your bonus action to either force the target to walk in a direction you choose up to its speed, or cause it to make one weapon attack against a target of your choice. After causing it to attack or move, the target can repeat the saving throw. The effect ends on a success.

If you attempt to force a creature into an obviously deadly hazard, such as a fire or spiked pit, this effect ends.

3: Marionette. You take control of the actions of a humanoid or corporeal undead (such as a skeleton, zombie, or wight) that you can see within range. The target must make a Strength saving throw. On a failed save, it is affected by this power. Until the power ends, you can use your bonus action to physically manipulate the target. It keeps its turn in combat and can't use reactions.

You can have the creature do things, such as, stand up, sit down, walk, turn around, and so on, but you can't force it to talk, even if it is able to do so.

You can also hold the subject immobile, restraining it. You can cause the creature to make weapon attacks against targets you choose, using the Attack Action or Multiattack action, if it is capable of doing so.

Although, the creature’s body is under your control, its mind isn't. You can't force the target to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. At the end of each of the creature's turns, it can make another Strength saving throw, breaking free of your control on a success.

If you move the creature to a location where it doesn't have line of sight to you, the effect of this power ends.

Creatures capable of taking purely mental actions, such as manifesting powers, can still do so. This power can't affect incorporeal creatures.

4: Puppeteer. As marionette, except your control extends to any creature.

Reactive Vigor

Egoist


  • Manifesting Time: 1 reaction, which you take when a creature drops to 0 hit points
  • Range: 10 feet - 30 feet (see text)
  • Display: Vi
  • Duration: Instantaneous; Concentration, up to 1 minute

In a pinch, you can keep a gravely wounded comrade on their feet and in the fight.
Augmentation.

0 - 2: When a creature you can see within 10 feet of you, drops to 0 hit points, but is not killed outright, you can use a reaction to heal them for 1d6 + your manifesting modifier.

When you manifest this ability with an augmentation 1, the range increases to 30 feet. When you manifest this ability with an augmentation 2, the amount healed increases to 2d6 + your manifesting modifier.

3: Sustain. When a creature you can see within 30 feet of you, drops to 0 hit points, but is not killed outright, you can use a reaction to keep them in a semi-conscious state.

This does not restore any hit points, however. The subject of this power can't take reactions and can either take an action, bonus action or move during their turn. This effect last for 1 minute as long as you maintain concentration.

Any creature sustained in this manner does not make death saves, but still suffers the normal effects of taking damage while at 0 hit points. If the creature takes enough damage to die due to failing death saving throws, that creature dies as normal.

While under the effects of this power, the target cannot regain hit points or be stabilized. If you willingly end your concentration on this power, the target gains 2d6 + your manifesting modifier hit points.

4: Amplified Sustain. As sustain, except you can sustain two creatures and they can act normally on their turns.

Refraction

Savant


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Vi
  • Duration: Concentration, up to 1 minute

You manipulate light, or the absence thereof, to hide creatures and objects.

Augmentation.

0: You coalesce a handful of light or darkness in front of a creature within range, causing its eyes to have to readjust. The target must succeed on a Constitution saving throw or have disadvantage on Wisdom (Perception) checks that rely on sight until this power ends.

At the end of each of its turns, the target can make another Constitution saving throw, ending this effect on itself on a success.

1: Blinding Beam. You focus a brilliant beam of light or shadowy beam of darkness (your choice) toward a creature you can see within range. On a hit, the target is blinded until the start of your next turn. Until this power ends, you can use your bonus action to make this attack again.

(a light from the Astral Plane increasing its intensity in a 20-foot cube centered on a point you choose within range. Any creature that moves into the area for the first time on its turn or starts its turn there, must make a Constitution saving throw. On a failed save the target is blinded.)

2: Redirect Light. Choose a creature or object within range. You bend light, not visible to most creatures, around the target in such a way that it becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks, manifests a power, or casts a spell.

Alternatively, you redirect light away from a creature within range and veil a 5-foot radius area around it in magical darkness. The darkness moves with the target and the target can see through it normally. Creatures outside the veil can't see through it, unless they can see through magical darkness.

Any power with an augmentation 2 or higher or spell of 3rd level or higher that creates light, can dispel the darkness effect.

Repelling Mind

Savant


  • Manifesting Time: 1 reaction
  • Range: 5 feet - 60 feet
  • Display: Au, Vi
  • Duration: Instantaneous

Your mind pushes incoming attacks away and shields you from harm.

Augmentation.

0 - 1: When a Large or smaller creature within range moves, you can use your reaction to force the target to make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you. Alternatively, you can pull the target up to 10 feet closer to you. On a successful save, the target is pushed or pulled half the distance.

When you manifest this power using an augmentation 1, the distance you can push or pull the creature increases by 10 feet.

2: Divert Momentum. When a creature you can see moves within 5 feet of you and targets you with a melee attack, you can use your reaction to send it charging past you. The target must make a Strength saving throw. On a failed save, it takes 3d10 force damage and is pushed to either side of you (your choice) and up to 30 feet past you.

On a successful save, the target takes half as much damage and isn't pushed.

3: Reddopsi. As a reaction when a creature within 60 feet of you targets you with a power, you can force the creature to make an ability check against your power save DC using its manifesting ability. On a failure, the power rebounds back on the creature with its full effect.

Resound

Savant


  • Manifesting Time: 1 action
  • Range: Self; 60 feet (see text)
  • Display: Au, Vi
  • Duration: Instantaneous

You manipulate sound to deceive and lay low your foes.

Augmentation.

0: You can recreate sounds you have heard within 30 feet of you, such as, a wagon and hoofbeats, voices, bells ringing, swords clashing, a raging fire, a horn sounding, a screeching monster and so on. These sounds can be as low as a whisper or loud enough to make someone's ears ring.

1: You clap your hands together, and psionic energy amplifies the sound into an earsplitting crack. Each creature in a 15-foot cone emanating from you, must succeed on a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is deafened until the end of its next turn.

2: Reverberate. Your mind manifests a wave of pulsating bass. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save and is stunned until the start of your next turn. On a successful save, a creature takes half as much damage and isn't stunned.

In addition, unsecured objects that are completely within the area of effect take the same damage as well.

3: Pulsating Disruption You target one creature within 60 feet of you with a pulse of sound waves. Make a ranged power attack against the target. On a hit, the target takes 6d8 thunder damage and if it is concentrating on a power, spell, or ability, it has disadvantage on its Constitution saving throw to maintain its concentration.

4: Resonant Upheaval You blast the ground in a 20-foot radius sphere with booming psionic energy and cause it to violently explode upward. Creatures in the area, must make a Dexterity saving throw. On a failed save, a creature takes 8d8 bludgeoning damage and is knocked prone. A creature takes half as much damage on a successful save and isn't knocked prone.

The ground in the area becomes difficult terrain.

Restorative Touch

Egoist


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Au, Vi
  • Duration: Instantaneous

You touch a creature, healing its wounded body.

Augmentation.

0: You heal yourself for a number of hit points equal to 1d8 + your manifesting modifier.

1: Regain Senses. You can end either the blinded or deafened condition (your choice) on one creature you touch.

2: Absorb Pain. The wounds of a creature you touch are healed as you transfer its damage to yourself. When you manifest this power, you can heal the target for a number of hit points up to your current total. You then lose hit points equal to the amount the target gained. This loss can bring you to 0 hit points.

This damage can't be reduced by powers, features, or abilities you may have. Resistances and immunities also have no effect on this damage.

Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the condition and any subsequent effects.

Finally, you can use this power to end the paralyzed effect on the target and transfer that effect to yourself. You can immediately make a saving throw against the effect, avoiding it on a success.

3: Restore Body. You touch a creature and end any reduction to its Strength score or maximum hit points. Additionally, you can end the petrified condition on one creature.

4: Rejuvenation You can grant one creature the ability to regenerate. At the start of each of its turn, the target regains 5 hit points until it reaches its maximum hit point total. If the creature takes any damage, this effect ends immediately.

Additionally, the target can regrow lost body parts, even a missing head, as long as at least some portion of the body is present. It takes 1 hour to regrow a lost part.


Retrieve

Nomad talent


  • Manifesting Time: 1 action
  • Range: Self (30 feet)
  • Display: Au, Vi
  • Duration: Instantaneous

You automatically teleport an unattended item you can see within range directly to your hand. The object must weigh no more than 10 pounds.

If the object is being worn or carried, a creature can make a Charisma saving throw to retain possession of the item.

Revealing Eye

Seer


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Au, Vi
  • Duration: Concentration, up to 1 minute - 1 hour

Your pupils glow with an iridescent light which reveals hidden objects, creatures and even illusions.

Augmentation.

0: When making a Wisdom (Perception) or Intelligence (Investigation) check, you add double your proficiency bonus to the roll.

1: Penetrating Gaze. You can see through doors, walls, the ground and other barriers to a distance of 30 feet. This power is blocked by 3 inches of metal, 10 feet of wood or dirt, 5 feet of stone and thin sheets of lead. This power lasts for 10 minutes.

2: Infravision. Whether in an area of light or darkness, you can see residual heat given off by creatures, surfaces, and other sources out to a distance of 60 feet.

For example, you could see the heat from a puddle warmed in the sun even after sundown, a creature's footsteps on cobblestones, a snake coiled around a slightly warmer tree, or even an invisible creature waiting in ambush.

If you are within the bright light radius of a light source, such as, a torch or luminant sphere power, you have disadvantage on Wisdom (Perception) checks you make to spot something while using infravision. This power lasts for 1 hour.

3: Purge Invisibility. You sweep the area with a 60-foot cone of suppressive psionic energy. Any invisible creature in the area must succeed at a Dexterity saving throw or become visible. Invisible objects are automatically revealed. The cone moves with you and remains active until the power ends.

This power lasts for 10 minutes.

4: Purge Illusion. A pulse of suppressive psionic energy emanates from you and fills a 30-foot radius sphere. Any illusions within the area are immediately dispelled. This power lasts for 1 hour.

Rift

Nomad


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Au, Vi
  • Duration: Concentration, up to 1 minute.

You make use of extradimensional space to aid you and your allies or rip the fabric of the planes open to the detriment of other creatures.

Augmentation.

0: You open a tiny pocket of extradimensional space with an interior that is about the size of a large backpack. Any item small enough to fit inside a backpack can be stored in the pocket. The pocket can hold up to 20 pounds or 2 cubic feet of material.

Placing anything inside the pocket follows the normal rules for interacting with an object.

Retrieving an item from the pocket requires you to manifest this power again to reopen it. Items are not magically sorted, however, and you must look for or feel for what you want to retrieve.

If the pocket is overloaded, it spills all of its contents. If a breathing creature is placed into the pocket, it can survive for up to 10 minutes, after which time it begins to suffocate.

The pocket you create is the same one no matter your location and you can only ever create one pocket at a time with this power.

1: Conduit. You open an extradimensional conduit which you can use to send items to another destination. The conduit is a 1-foot radius opening which you can place items into that are no more than 20 pounds in weight and 2 cubic feet in volume.

You designate the conduit's exit point, but it must be within 1 mile of your current location. A creature on the other end can retrieve the item. If there is no recipient at the other end of the conduit, the item simply falls to the ground at that location.

2: Astral Tear. You open a 5-foot long, 2-foot wide rip in the Astral Plane and a host of clawed hands reaches through, grabbing and rending nearby creatures. Any creature within 5 feet of the tear must make a Strength saving throw.

On a failed save, a creature takes 2d6 slashing damage and is restrained. On a successful save, a creature takes half as much damage and isn't restrained.

A creature restrained by the claws can use its action to make a Strength or Dexterity check (its choice) against your power save DC. On a success, it breaks free.

3: Planar Wound. Using psionic energy, you slice into the fabric of the planes and cause them to bleed energy.

Magical energy spreads from a point you choose within range to fill a 15-foot radius sphere. Choose acid, cold, fire, or lightning.

Any creature that enters the area for the first time on its turn or starts its turn there, must make a Dexterity saving throw or take 8d8 of the chosen damage type.

4: Roving Demiplane. You create a shimmering portal in an unoccupied space of your choice within range. The portal is large enough to allow a large creature to pass through unhindered. Beginning on the turn you manifest the portal, you can move it up to 60 feet as a bonus action. If the portal enters another creature's space, that creature must make a Dexterity saving throw. On a failed save, the target is drawn into the portal which leads to a demiplane that appears to be an empty room 15 feet in each dimension, made of wood or stone.

Once a creature is inside the demiplane, the power ends, the portal disappears, and any creature or object inside the demiplane remains trapped there, as the portal also disappears from the other side.

Each time you manifest this power, you can create a new demiplane, or have the portal connect to a demiplane you created with a previous manifestation of this power. Additionally, if you know the nature and contents of a demiplane created by a manifestation of this power by another creature, you can have the shimmering portal connect to its demiplane instead.

Sculpt

Shaper


  • Manifesting Time: 1 action
  • Range: Self - 300 feet (see text)
  • Display: Ma, Vi
  • Duration: Instantaneous

You reshape that which you touch to suit your needs.

Augmentation.

0: You alter the shape of a small item within 5 feet of you, such as a stone, a small piece of wood, leather, or metal. The object remains in its new form for 1 minute, after which it reverts back to its original form.

1: Shape Object. You can permanently reshape one nonmagical object that you touch. When you use this power, you can alter an object that is no larger than 3 feet on a side. The new object must be of the same material and of the same relative size and mass as the original object.

Additionally, the new object must be an object that you have seen before and can't exceed 15 gp in value.

3: Reshape Terrain. You reshape a 100-foot cube of terrain at a point you choose within 300 feet of you. If you choose, you can individually alter up to five 20-foot cubes or ten 10-foot cubes.

You can raise or lower the terrain by up to 10 feet, replace grass with stone or vice versa, if both are present, create a bridge or path, designate a specific area or areas as difficult terrain, and so on.

You can only reshape the terrain itself, not anything that isn't part of the terrain, such as structures, vehicles, furniture, and so on. You also can't add things to the terrain that aren't present when you manifest this power, such as, water, snow, lava, and the like.

Even if these features are present, they don't count as terrain for the purposes of this power. You could change the terrain in such a way, however, as to divert the flow of a river, cause an avalanche, or topple a small structure.

Additionally, you can allow creatures you choose to move normally through difficult terrain you have created.

Shape Crystal

Shaper


  • Manifesting Time: 1 action
  • Range: Self - 150 feet (see text)
  • Display: Ma, Vi
  • Duration: Instantaneous

Your mind conjures crystals to encase enemies or subject them to razor-sharp death.

Augmentation.

0: Make a ranged power attack against a creature within 120 feet of you. On a hit, the target takes 2d8 piercing damage.

1: Crystal Shard. Upon manifesting this power, you propel a razor-sharp crystal shard at up to three targets within 90 feet of you. Make a ranged power attack against the target. On a hit, the target takes 2d6 piercing damage.

2: Swarm of Crystals. Thousands of tiny crystal shards spray forth in an arc from your hand. Each creature in a 30-foot cone must succeed on a Dexterity saving throw or take 6d6 points of piercing damage and be blinded. On a successful save, a creature takes half as much damage and isn't blinded.

3: Hail of Crystals. A tiny ectoplasmic crystal forms at your outstretched hand and rapidly expands to a 2-foot-diameter ball as it speeds toward a creature or a point you choose within 150 feet. If you choose a creature, you must make a ranged power attack against the target. On a hit, the target takes 3d6 points of bludgeoning damage.

Whether you hit or miss a target, the ball explodes upon arrival at the point you chose. Creatures in a 20-foot radius sphere must make a Dexterity saving throw. On a failed save, a target takes 6d8 points of piercing damage as it is showered by thousands of crystal shards. On a successful save, a creature takes half as much damage. A creature that takes any damage from the shards is wounded.

At the start of each of a wounded creature's turns, it takes 2d4 necrotic damage. It can then make a Constitution saving throw, ending the effect on itself on a success.

Alternatively, the wounded creature or a creature within 5 feet of it, can use its action to make a Wisdom (Medicine) check against your manifester DC to staunch the bleeding, ending the effect on a success.

4: Crystallize. You attempt to turn one creature that you can see within 60 feet of you into pure crystal. The target creature must make a Constitution saving throw. On a failed save, it is restrained as crystals begin to cover it.

On a successful save, the creature isn't affected.

A creature restrained by this power must make another Constitution saving throw at the end of its next turn, becoming crystalline on a failed save, or ending the effect on a successful one. A crystallized creature is subjected to the petrified condition until this effect is removed.

The creature retains its AC and hit points. If it drops to 0 hit points due to physical damage, it shatters into thousands of pieces and dies.

Incorporeal creatures, such as, ghosts and wraiths, are unaffected by this power.

Shadow Dance

Savant talent


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Vi
  • Duration: Concentration, up to 1 minute

You can animate the shadow cast by anyone or anything and make it seem to have life of its own. The shadow can even move away from the person or thing that cast it. It must, however, remain flatly cast along a surface. It can never be more than two-dimensional.

An animated shadow can't physically interact with its surroundings or do much of anything beyond startle or amuse someone. For example, it can serve as a diversion by entertaining someone or attracting a guard's attention.

Static Shock

Savant


  • Manifesting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self (5 feet; 30-foot radius)
  • Display: Au, Vi
  • Duration: Instantaneous

You build up a powerful charge of static electricity which arcs from you to creatures that attack you.

Augmentation.

0: When a creature within 5 feet of you that you can see hits you with a melee attack you can force the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage and is pushed 5 feet away. A creature that succeeds on the save takes half as much damage and isn't pushed.

1: Static Pulse. Whenever you are hit by an attack, all creatures within a 5-feet of you that you can see must make a Dexterity saving throw. On a failed save, each creature takes 2d8 lightning or half as much on a success.

2: Static Wave. As static pulse, except all creatures within 10 feet of you must make a Dexterity saving throw, the damage increases to 4d8 lightning, and a creature is pushed 10 feet.

3: Static Deluge. As static wave, except each creature you choose within a 30 feet of you must make a Dexterity saving throw, the damage increases to 7d8 lightning and a creature is pushed 10 feet.

Telekinesis

Savant


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Au, Ma, Me, Vi
  • Duration: Concentration, up to 10 minutes

You have mastered the manipulation of objects and creatures with the strength of your mind.

Augmentation.

0: You lift, bend, and break objects along with other similar feats using mind over brawn. For the duration, when you make an ability check that uses Strength, you can use your Intelligence modifier instead.

Additionally, you don't have to physically interact with an object as long as you are within range.

1: Bull Rush. Psionic force slams into a creature knocking it backward. The target must make a Strength saving throw. On a failed save, the target takes 3d10 force damage and is pushed 10 feet.

2: Pin. You briefly lift a creature from its feet, slam it to the ground, and hold it there. The target must make a Strength saving throw. On a failed save, it is knocked prone and restrained.

At the end of each of its turns, a target can make another Strength saving throw, freeing itself on a success.

3: True Telekinesis. Choose one creature or object you can see within range. You can try and move a Huge or smaller creature or an object that weighs up to 1000 pounds. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

If you attempt to move a creature, make an ability check with your manifesting ability contested by the creature's Strength check. If you win the contest, the creature is restrained in your telekinetic grip until the end of your next turn.

As a bonus action, you can choose to use one of the following effects on a restrained creature or controlled object:

Creature.

  • Move. You move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. A creature lifted upward is suspended in mid-air.
  • Crush. You crush a creature and squeeze the life from it. The creature takes 4d10 force damage.
  • Fling. You fling the creature like a ragdoll up to 60 feet in a direction you choose, and the creature is knocked prone. If a Thrown target strikes a solid surface, the target takes 2d6 bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object.

  • Move. You can automatically move an object that isn't being worn or carried 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 manifesting ability 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 power. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

  • Crush. You crush an object in an attempt to destroy it. The object takes 3d10 damage.

  • Fling. You fling the object up to 60 feet in a direction you choose. If the Thrown object strikes a solid surface, the object takes 2d6 bludgeoning damage for every 10 feet it was thrown. If the object is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage in addition to 1d6 bludgeoning damage for each 100 pounds the object weighs and be knocked prone.

4 - 5: Greater Telekinesis. When you manifest this power using an augmentation 4 or higher, the force damage from crush increases by 2d10, the bludgeoning damage from fling increases by 2d6, and the amount an affected object can weigh increases by 250 pounds.

Additionally, if you expend an augmentation 5, an affected creature can be Gargantuan or smaller.

Telekinetic Riposte

Savant


  • Manifesting Time: 1 reaction, which you use when you are hit or targeted by an attack
  • Range: Self
  • Display: Au, Ma
  • Duration: Instantaneous

You embrace incoming attacks and mentally redirect them for deadly counterattacks.

Augmentation.

0: When you are hit with a melee attack, you can use your reaction to make one melee power attack against your attacker. On a hit, you deal 2d6 force damage.

1: Halt Force.. You throw your hand up, and stop the momentum of a sword mid swing or an arrow in mid-flight. When you are targeted by a weapon attack, you can use your reaction to roll a d20. On a roll of 12 or lower, the attack misses.

2: Absorb Force. You embrace weapon blows, and store their energy for later use. When you are hit by a weapon attack, you can use your reaction to take half damage. On the next attack you make against a creature before the end of your next turn, you can expel the absorbed force. On a hit, you deal force damage equal to the amount you absorbed in addition to any other damage dealt by the attack.

3: Redirect Force. You divert ranged attacks against you and turn them back on your attacker. When you are targeted with a ranged attack using a missile that is Large or smaller, you can use your reaction to stop the missile in the air. You then make a ranged power attack against a target within 120 feet of you. On a hit, the target takes damage as if it were hit by the weapon, plus an extra 3d10 force damage.

4: Disparate Force. When you are hit with a melee or ranged weapon attack, you can use your reaction to make a melee power attack against a creature within your reach or a ranged power attack against a creature within 300 feet of you. On a hit, the target takes force damage equal to double the damage it dealt with its attack.

You must take the full damage from the triggering attack and it can't be reduced in anyway, or this power has no effect.

Temporal Stutter

Nomad


  • Manifesting Time: 1 reaction, which you take when a creature within 60 feet of you rolls initiative
  • Range: 60 feet
  • Display: Me, Vi
  • Duration: Instantaneous

Before a creature can act, you briefly disrupt the flow of time, speeding or delaying its actions.

Augmentation.

0: When a creature that you can see rolls for initiative, roll 1d4 and add that number to or subtract it from the roll.

1: Spur. Choose up to three creatures you can see within range (including you). When the targets roll for initiative, you can grant advantage to the roll.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can manifest this effect and act normally on your first turn. You can also grant this benefit to two other creatures that you can see within range.

2: Falter. Choose up to three creatures that you can see within range. A target must succeed on a Charisma saving throw or have disadvantage on its initiative roll and its speed is reduced by half on its first turn in combat.

Additionally, you can impose the surprised condition on one creature that acts on initiative count 10 or lower.

When you manifest this power using an augmentation 3 or higher, you can affect one additional creature for each augmentation you expend.

For example, if you use an augmentation 3, you can choose up to four creatures and impose disadvantage on their initiative rolls and reduce their speed by half on their first turns in combat. You can then impose the surprised condition on two creatures that act on initiative count 10 or lower.

Temporal Trap

Nomad


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Au, Ma, Vi
  • Duration: Concentration, up to 1 minute

Like temporal flypaper, you create an area within range in which time comes to a standstill and creatures who enter the area become stuck.

Augmentation.

0 - 5: You create a 5-foot radius sphere of null-time at a point you choose within range. A creature that enters the area for the first time on a turn, or starts its turn there, must succeed on a Charisma saving throw or become trapped. While trapped in this way, the target is incapacitated and no time passes for it. If a trapped creature takes any damage, the power ends.

When you manifest this power using an augmentation 1 or 2, you can increase the radius of the sphere by 5 feet for each augmentation you expend.

If you manifest this power with an augmentation 3, the duration increases to 10 minutes. An augmentation 4 increases the duration to 8 hours and an augmentation 5 increases the duration to 24 hours.

For example, if you expend an augmentation 3, you can affect four creatures for 1 minute. An augmentation 4 would allow you to affect five targets for 1 hour, and so on.

Third Eye

Seer


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Au, Vi
  • Duration: 1 hour - Concentration, up to 1 minute - 1 hour (see text)

Your mind's eye is capable of perceiving things well beyond mundane mortal senses.

Augmentation.

0: You can bend your sight to peer past obstructions, such as over ridges, down into a sewer opening, and around corners. This power's range is the range of your vision. For example, if you have darkvision 60 feet, you can stand 30 feet from the corner of a corridor and see up to 30 feet around that corner, provided the corridor beyond goes that far.

This power doesn't enable you to see in darkness without a light source, and other than darkvision, this power doesn't all you to use any special senses you may have (such as blindsight, or tremorsense). The duration of this power is 1 hour.

1: Detect Psionics. For the duration, you sense the presence of psionics within 30 feet of you. If you sense psionic energy in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears psionic energy, and you learn its discipline, if any.

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.

This power requires concentration and lasts for 10 minutes.

2: Keen Sight. For 1 hour, you gain the ability to see in heavily obscured areas including, non-magical and magical darkness, thick fog, smoke, gas and the like, all out to a range of 60 feet.

3: Blind Sight. For 1 hour, you gain blindsight out to a distance of 30 feet.

4: Truesight. For 1 hour, you gain truesight, notice secret doors hidden by psionics or magic and can see into the Ethereal Plane, all out to a distance of 120 feet.

5: Shared Sight. As truesight, except you can grant this power to a number of creatures equal to your Intelligence modifier (minimum 1) with this power.

Thought Spear

Savant talent


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Me, Vi
  • Duration: Instantaneous

As an action, you psychically strike one creature that you can see within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Total Recall

Seer


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Me, Vi
  • Duration: Instantaneous

The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive).

Augmentation.

0: A creature you choose within range must make an Intelligence saving throw or take 2d6 psychic damage as its past (or future) impinges briefly on its present.

1: Recall Pain. As above, except on a failed save, the target takes 3d6 psychic damage and falls prone as it writhes in pain.

2 - 4: Recall Agony. Up to three creatures of your choice that you can see within range are overwhelmed by its agony if this power affects it. A target must succeed on an Intelligence saving throw or take 6d8 psychic damage and fall prone becoming incapacitated until the end of your next turn. On a successful save, the target takes half as much damage and isn't incapacitated.

When you manifest this power and use an augmentation 3 or higher, you can affect one additional creature for each augmentation you expend.

5: Recall Death. Your mind locks onto a creature you can see within range and you reveal its impending death. The creature must succeed on an Intelligence saving throw. On a failed save, it dies. On a successful save, the target takes 10d8 psychic damage.

Upend

Savant talent


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Au
  • Duration: Instantaneous

You use kinetic energy to knock a creature off its feet. Choose a creature that you can see within range. The target creature must make a Strength saving throw or be knocked prone.

Appendix: Creature Statistics

POWERS and class features allow characters to summon constructs. Statistics for such creatures are listed here. For information on how to read a stat block, see the Monster Manual.



Astral Guardian

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 142(15d10 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (-1) 8 (+4) 18 (+1) 7 (+1) 10 (-4) 3 (+2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages Understands commands given in any language, but can't speak

Psionics Resistance. The astral guardian has advantage on saving throws against psionics and magical effects.

Regeneration. The guardian regains 10 hit points at the start of each its turns if it has at least 1 hit point.


Reactive The astral guardian can take two reactions per round.

Power Storing. When the astral guardian is formed, the shaper can choose to imbue it with one power and an augmentation 1 option. To do so, the psion must manifest the power on the guardian. The power has no effect but is stored within the guardian. When commanded to do so by the psion or when a situation arises that was predefined by the manifester, the guardian manifests the stored power with any parameters set by the original manifester. When the power is manifested or a new power is stored, any previously stored power is lost.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4)

Reactions

Stunning Defense. When a creature makes an attack against the shaper, the guardian grants a +2 bonus to the shaper's AC and the attacker must succeed on a Dexterity saving throw or be stunned until the start of the shaper's next turn.

Constructed from psionically animated crystals, an Astral Juggernaut is a brutish engine of pure destruction. Its only aim is to obliterate those who stand before it. Even when it is destroyed, it lays waste to anything and anyone around it.

Astral Juggernauts have hard, sharp-edged outer layers, which splinter if hit, and cause the crystal shards to embed into an opponent's flesh.

Constructed Nature. An astral juggernaut doesn't require air, food, drink, or sleep.



Astral Juggernaut

Large construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22(+6) 9 (-1) 20 (+5) 4 (-3) 11 (+0) 1 (-5)

  • Damage Vulnerabilties thunder
  • Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10
  • Languages Understands commands given in any language, but can't speak

Immutable Form. The juggernaut is immune to any power or effect that would alter its form.

Shattering Death. When the astral juggernaut drops to 0 hit points, it explodes, and each creature within 30 feet of it must make a DC 17 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one.

Fractured Body. A creature that touches the juggernaut or hits it with a melee attack while within 5 feet, takes 10 (3d6) slashing damage.

Psionics Resistance. The juggernaut has advantage on saving throws against psionics and magical effects.

Magic Weapons. The juggernaut's weapon attacks are magical.

Actions

Multiattack. The juggernaut makes three melee attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 19 (3d8 + 6) bludgeoning damage.

Impale. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 28 (6d8 + 6) piercing damage and the target is grappled (escape DC 18).

Telekinetic Harpoon (Recharge 5 - 6). The juggernaut sprays chunks of crystal at one or more creatures it can see within 60 feet of it then recalls those crystals to itself. Each target must make a DC 17 Dexterity saving throw against this attack. On a failed save, a target takes 6d10 piercing damage and the juggernaut pulls the target 15 feet closer to it. If this attack moves a creature within the juggernaut's reach, the juggernaut can make one melee attack as a bonus action.


Astral Swarm

Medium swarm of tiny constructs, unaligned


  • Armor Class 14
  • Hit Points 36 (8d8)
  • Fly 30ft.

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 12 (+1) 12 (+1) 10 (+3) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30ft.; passive Perception 10
  • Languages Understands commands given in any language, but can't speak

Innate Psionics. The swarms innate manifesting ability is Intelligence (power save DC 11) As long as it has more than half of its hit points remaining, the swarm can innately manifest the following powers.

Talents: upend
Augmentation 0: concuss, static shock Augmentation 1 (1 use): concuss

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 1 inch wide. The swarm can't regain hit points or gain temporary hit points.

Actions

Psychotoxin. Melee Weapon Attack: +7 to hit, reach 0ft., one target. Hit 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half its hit points or fewer and the swarm attaches to the target. While attached, the target takes (13) 3d8 psychic damage at the start of each of its turns. The swarm can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the swarm.






















Crysmal

Small construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 50 (11d6 + 8)
  • Speed 40ft.; Climb 40ft.; Burrow 20ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 12 (+2) 10 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks, lightning
  • Damage Immunities cold, fire, poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 7
  • Languages Common

Innate Psionics. The crysmal's innate manifesting ability is Intelligence (power save DC 11) The crysmal can manifests the following powers:

Talents: retrieve, thought spear
Augmentation 0: concuss, static shock Augmentation 1 (1 use): concuss

Actions

Multiattack. The crysmal makes two melee attacks, or one melee attack and manifests one power.

Psionic Sting. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) piercing and the target must make an Intelligence saving throw. On a failed save, the target takes (18) 4d8 psychic damage, or half as much damage on a successful one.


Spectral Hound

Medium construct, unaligned


  • Armor Class 16
  • Hit Points 45(6d10 + 12)
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 14 (+2)

  • Skills perception +5 stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made from silvered weapons
  • Senses darkvision 60 feet, spectral sight 30 feet, passive Perception 15
  • Languages Common
  • Challenge 3 (700 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the spectral hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Tracking Shift. As a bonus action, a spectral hound can shift directly to the destination of any creature affected by its banishing bite ability.

Spectral Sight. A spectral hound can see all invisible and ethereal creatures and objects.

Actions

Banishing Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (2d6 + 3). The target must succeed on a DC 12 Wisdom saving throw or be banished to the Astral Plane until the end of its next turn. The creature reappears in the space it vacated or the nearest unoccupied space.

Credit: Matthew Stewart