
The Wilder
Class Features
As a Wilder, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Wilder level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per wilder level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: All simple weapons, shortswords, and whips
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a whip and a dagger
- (a) a sling and 20 stones or (b) 20 darts
- (a) leather armor
- (a) an explorer's pack or (b) a scholar's pack
Wilder
| Level | Proficiency Bonus | Features | Talents Known | Powers Known | Power Points | Maximum Power Level Known |
|---|---|---|---|---|---|---|
| 1st | +2 | Power Manifestation, Surge bond | 4 | 2 | 4 | 1st |
| 2nd | +2 | Psychic Enervation, Wild surge | 4 | 3 | 6 | 1st |
| 3rd | +2 | Surging Euphoria, | 4 | 4 | 14 | 2nd |
| 4th | +2 | Ability Score Improvement, Wild surge +2 | 5 | 5 | 17 | 2nd |
| 5th | +3 | ------------------------------------------- | 5 | 6 | 27 | 3rd |
| 6th | +3 | Surge bond feature | 5 | 7 | 32 | 3rd |
| 7th | +3 | Wild surge +3 | 5 | 8 | 38 | 4th |
| 8th | +3 | Ability Score Improvement | 5 | 9 | 44 | 4th |
| 9th | +4 | ------------------------------------------- | 5 | 10 | 57 | 5th |
| 10th | +4 | Surging Euphoria Improvement | 6 | 11 | 64 | 5th |
| 11th | +4 | Wild surge +4 | 6 | 12 | 73 | 6th |
| 12th | +4 | Ability Score Improvement | 6 | 12 | 73 | 6th |
| 13th | +5 | ------------------------------------------- | 6 | 13 | 83 | 7th |
| 14th | +5 | Surge bond feature | 6 | 13 | 83 | 7th |
| 15th | +5 | Wild surge +5 | 6 | 14 | 94 | 8th |
| 16th | +5 | Ability Score Improvement | 6 | 14 | 94 | 8th |
| 17th | +6 | Surging Euphoria Improvement | 6 | 15 | 107 | 9th |
| 18th | +6 | Surge bond feature | 6 | 15 | 114 | 9th |
| 19th | +6 | Ability Score Improvement, Wild surge +6 | 6 | 15 | 123 | 9th |
| 20th | +6 | Perfect Surge | 6 | 15 | 133 | 9th |
Surge Bond
The Wilder’s choice of emotional surge, which describes the way your psionic powers manifest for you. Choose between Infusion Surge, Chaotic Surge, Efficient Surge, Free Surge, Healing Surge, Leader's Surge, Pain Surge, Raging Surge, Student Surge, or Warrior Surge detailed at the end of the class description..
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Power Manifestation
As one who has honed their mental strength beyond the perceived limits of the mind, you manifest psionic powers, which are similar to spells, but are quite different. Some spellcasters have managed to create a small bridge between the two in psychic spells, but you, use the power of the brain to its true potential.
Manifestation Level
Some powers and features will refer to your manifestation level. You manifestation is equal to your total levels you have in psionic classes, such as the wilder, or mystic.
Talents
At 1st level, you know 4 talents of your choice from the wilder power list. You learn additional wilder talents of your choice at higher levels, as shown in the Talents Known column of the Wilder table.
Psionic Powers
As a Wilder, you manifest psionic powers much like a sorcerer or wizard casts spells, but instead of using spell slots, you use Power Points. A wilder’s ability to manifest powers is limited by the power points you have available. The number of Power Points you have at each level is shown in the Wilder table. You regain your Power Points at the end of a Long Rest.
Powers of 6th level and higher are particularly taxing to manifest. You can use power points manifest one of each level of 6th or higher. You can't use another power of the same level until you finish a long rest.
| Power Level | Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Powers Known of 1st Level and Higher
You know two 1st-level powers of your choice from the wilder power list.
The Powers Known column of the Wilder table shows when you learn more wilder powers of your choice. Each of these powers must be of a level equal to or less than your Maximum Power Level. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Wilder power you know and replace it with another power from the wilder power list, which also must be of a level equal to or lower than your maximum power level.
Power Manifestation Ability
Charisma is your Power Manifestation ability for your Wilder Powers, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a power refers to your Power Manifestation Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wilder power you manifest and when Making an Attack roll with one.
Power Save DC
Power Attack modifier
Augment
Many of the powers that you are able to learn can be augmented, enhancing its power beyond normal limits. Some augmentations allow you to increase the number of damage dice, while others extend a power’s duration or modify a power in unique ways. Each power that can be augmented includes an entry giving how many power points it costs to augment and the effects of doing so. However, you can spend only a total number of points on a power equal to your manifester level.
Unless otherwise noted in the Augment section of an individual power description, you can augment a power only at the time you manifest it as a free action.
Wild Surge
A wilder can let their passion and emotion rise to the surface in a wild surge when they manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm themselves by the reckless use of their power.
At 2nd level, whenever you manifest a power you can choose to invoke a wild surge and roll on the wild surge table (found at the end of the class). When you do, you gain +1 to your manifester level with that power and gain 1 temporary power point that can be used to augment the power. This temporary power point cannot be stored or saved, it can only be used on the power you invoked the wild surge on.
At 3rd level, when you invoke a wild surge you can choose to boost your manifester level by 2 and gain 2 temporary power points instead of 1. At 7th level, you can increase it up to 3; at 11th level, up to 4; at 15th level, up to 5; and up to 19th level, up to 6.
Psychic Enervation
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, you may be overcome by the strain of your effort, the effect of which is detailed in the specific surge bond. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
Surging Euphoria
Starting at 3rd level, when you invoke a wild surge, you can gain the effects of surging euphoria for 1 minute, or until you are overcome by psychic enervation. While under the effect of surging euphoria, you gain +1 bonus to saving throws and a +1 bonus to damage or your power save DC (your choice when you gain the effect of surging euphoria).
You can use this feature a number of times equal to your maximum wild surge level. You regain any expended uses when you finish a short or long rest.
This bonus is increased to +2 at 10th level and to +3 at 17th level.
Perfect Surge
The wilder has mastered the untamable and can now use a blindingly powerful version of wild surge, albeit at great cost.
At 20th level, you may add +10 to your manifester level when manifesting a power as if through wild surge. In addition to this increase, the power also receives +3 to its save DC, +3 to any attack rolls involved. A power manifested with a perfect surge has the radius and intensity of its associated displays doubled; such displays cannot be hidden normally. You exude light as if the target of the daylight spell while using a perfect surge, and anyone who makes physical contact with you before the start of your next turn takes 1d6 points of fire damage.
However, this extreme example of wild surging has its price. You are struck by psychic enervation afterwards without fail, except you suffer your associated effects for 1d4 rounds and loses a number of power points or hit points (dependent on path) equal to your manifester level +10.

Chaotic Surge
The chaotic wilder unlocks ways to increase their manifester level beyond the dreams of most wilders, but doing so is even more dangerous.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Chaotic surge, Chaotic mind |
| 6th | Endowed mind |
| 14th | Turbulent thoughts |
| 18th | Infuse armor |
Chaotic surge
At 1st level, you unlock your wild surge ability a level earlier than other wilders due to your chaotic nature. When you invoke a wild surge, roll a d4.
- If the result is a 1, your power manifests at one manifester level lower than normal. If this would result in a manifester level too low to manifest the power, you have disadvantage on attack rolls, saving throws, and skill checks until the start of her next turn and the power fails, although the chaotic wilder does not spend any power points.
- If the result is a 2 or 3, your manifester level is increases by 1 and you gain one additional temp power point.
- If the result is a 4, your manifester level is increases by 2 and you gain two additional temp power points.
When your wild surge improves (3rd, 7th, 11th, 15th, and 19th levels) or when using perfect surge, treat each bonus the same way. For example, at 7th level, a result of 1 would mean the manifester level is reduced by 3, a result of 2-3 would mean the manifester level is increased by 3 and you gain 3 additional temp power points, while a result of 4 would mean the manifester level is increased by 6 with 6 additional temp power points. Because you have less control over your wild surge than most wilders, you have a 25% chance of triggering psychic enervation.
Chaotic Mind
Beginning at 1st level, the turbulence of your thoughts prevents others from gaining insight into your actions, granting you the following benefits:
- Creatures have disadvantage when they make a Wisdom (Insight) check again you.
- When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, before the attacker before it hits or misses. An attacker that can't be frightened is immune to this feature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
psychic enervation effect
When the chaotic wilder triggers psychic enervation, they are affected based upon their wild surge roll.
- On a 1, they can't take an action, bonus action, or reaction until the start of their next turn
- On a 2-3, they can't take an action, bonus action, or reaction until the end of their next turn and loses a number of power points equal to her manifester level.
- On a 4, they can't take an action, bonus action, or reaction until the end of their next turn and loses a number of power points equal to twice her manifester level. The increase in manifester level from her wild surge does not increase the number of power points lost.
Endowed Mind
Beginning at 6th level, you increase the save DC of any power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. You may even spend 2 power points to increase a power’s save DC even if the power does not have any augment options.
Turbulent Thoughts
Starting at 14th level you have advantage on saving throws when you are targeted by a mind-affecting power or spell.
Unstable Surge
At 18th level, your power grows more out of control creating more chaos around you. When you roll for your chaotic surge, you roll an additional 1d4 and take the higher of the two rolls.
Additionally your manifester level you would gain or lose from your chaotic surge feature is doubled.

Efficient Surge
An efficient wilder has learned to control their emotions and use the surge of energy in a more efficient manner, rather than as a huge blast of power.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Metapsionic |
| 6th | Enervation Fortitude, Potent Surge |
| 14th | Additional Metapsionic |
| 18th | Controlled Psychic Enervation |
Metapsionic
At 1st level, you gain greater control of your psionic energy allowing you to mold it to suit your needs. You gain one of the following metapsionic options of your choice. You gain another one at the 14th level.
You can use only one Metapsionic option on a power when you manifest it, unless otherwise noted.
- Burrowing Power
You can manifest your powers against targets that are sheltered behind a wall or force effect. To do so, you spend 2 power points. and your power briefly skips through the Astral Plane to bypass the barrier ignoring any cover the target(s) might have.
If you cannot see the target and the power requires a range power attack roll, you make the roll at disadvantage. - Empower Power
When you roll damage for a power, you can spend 1 power point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empower power even if you have already used a different metapsionic option during the manifesting of the power. - Widen Power
You spend a number of power points equal to the powers level, altering the area of effect range of a power (Powers that do not have an area of effect are not affected by this feat). You can increase the powers area by double its normal area of effect or reduce it to a 5-foot radius. - Unconditional Power Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an power when you are confused, paralyzed, petrified, or stunned. Only powers that affect your person can be manifested as unconditional powers. To do this you must spend an additional number of power points equal to the powers level.
- Delay Power
You can manifest a power as a delayed power. To do so, you spend 2 power points. A delayed power doesn’t activate immediately. Only area and Self targeted powers can be delayed. When you manifest the power, you choose one of three trigger mechanisms:
psychic enervation effect
When an efficient wilder suffers psychic enervation, they lose a number of power points equal to their manifester level and can only take a single action or bonus action, but not both on their next turn.
(1) The power activates when you take an action to activate it.
(2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition).
(3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic or spell effects.
Enervation Fortitude
Beginning at 6th level, when you suffer psychic enervation, you lose a number of power points equal to half your manifester level.
Potent Surge
Starting at 6th level, when you invoke a wild surge, you reduce the cost of a power by the half the level of the wild surge (rounded up) instead of increasing your manifester level. You cannot augment the power and the power is still treated as if you spent the full amount of power points.
Controlled Psychic Enervation
At 18th level, you have learned to control your emotions and in doing so, control your psychic enervations. When you invoke a wild surge, there is only a 5% chance for a psychic enervations to occur. Invoking a higher level wild surge does not increase this percentage.

Free Surge
The free wilder rides every emotion, taking them to heights unbelievable by others and finding their power in the moment of each encounter.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Psionic talent |
| 6th | Volatile mind |
| 14th | Lingering power, volatile mind improvement |
| 18th | Volatile mind improvement, wild ride |
psychic enervation effect
A free wilder overcome by psychic enervation can take no actions until the end of its next turn and loses a number of power points equal to their normal manifester level (the increase in manifester level from their wild surge does not increase the number of power points lost).
Psionic Talent
At 1st level, you gain 2 additional power points and one additional power point for each wilder level after.
Volatile Mind
A free wilder’s temperamental mind is hard to affect with telepathy or enchantment.
At 6th level, you have advantage on saving throws versus mind-affecting abilities and, enchantment or divination powers and spells. If you succeed on the saving throw, the source of the power, spell or effect takes 1d8 psychic damage. This damage is increased to 2d8 at 14th level and 3d8 at 18th level.
Lingering Power
Starting at 14th level, when you manifest a power with an instantaneous duration that affects an area. You may cause the power to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects.
A lingering power with a visual manifestation causes the area to becomes heavily obscured.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Wild Ride
Beginning at 18th level, whenever you invoke a wild surge you can double its bonus to your manifester level and temporary power points, but you also double the chance of psychic enervation.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
This feature cannot be used in conjunction with the Perfect Surge feature.

Healing Surge
A healing wilder utilizes empathy and compassion to boost their psionic power.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Psionic healing |
| 6th | Natural healing, psionic invigoration |
| 14th | Body purification |
| 18th | Damage transfer |
Psionic Healing
Your emotional state allows you to tap into the natural healing magic around you. Because of this you are able to learn druid healing or restoration spells such as; healing word, lesser restoration, and reincarnate. When your Power Manifestation feature lets you learn a power of 1st level or higher, you can choose a healing spell from the druid spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wilder power for you.
In addition, choose an emotion for the source of your wilder power: compassion, empathy, joy, hope, or awe. You learn an additional spell based on that emotion, as shown below. It is a wilder power for you, but it doesn't count against your number of wilder powers known. You cannot replace this power with another.
| Emotion | Spell |
|---|---|
| Compassion | Purify Food and Drink |
| Empathy | Animal Friendship |
| Joy | Goodberry |
| Hope | Detect Poison and Disease |
| Awe | Detect Magic |
Natural Healing
At 6th level, you have learned to rapidly accelerate your natural healing ability. As an action you use 1 power point to heal 3 hit points. You can spend additional power points up to your manifester level, healing an additional 3 hit points for every additional power point spent.
Psionic Invigoration
Beginning at 6th level, when you invoke a wild surge on a power that restores hit points you may choose one ally within 15 feet of you. This ally gains a number of hit points equal to the wild surge.
psychic enervation effect
When the healing wilder suffers psychic enervation, they are poisoned until the end of their next turn, and if the power manifested with the wild surge healed another creature, that creature must make a Constitution saving throw vs the wilders power save DC or also be poisoned until the end of the wilder's next turn.
Body Purification
Starting at the 14th level, you learn to purify your body. At the start of your turn, you are cured of any blinded, paralyzed, petrified, or poisoned condition that is effecting you.
Damage Transfer
At 18th level, when an ally who is within 120 feet of you takes damage, you may use your reaction to transfer the damage to yourself or another willing ally within 120 feet of you and the ally that took the damage. This damage cannot be reduced in any way. The damage cannot be transfered to a creature that would drop to 0 hit points from this features effect.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Infusion Surge
The infusion wilder learns to channel their emotions into items, allowing them to increase the power of items as well as her own powers.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Infuse weapon, psionic attack |
| 6th | Infuse cloak |
| 14th | Infuse body |
| 18th | Infuse armor |
Infuse Weapon
At 1st level, you can expend the cost of a 1st level power to infuse any natural weapon attack or one weapon you are wielding with psionic energy increasing the damage they deal by an extra 1d4 psychic damage. As your maximum power level known increases, you can pay the cost of a higher level power to increase the extra damage: 2nd level power (1d6), 3rd level power (1d8), and 5th level power (1d10).
This effect only functions while you are wielding the infused weapon, and lasts until you complete a short rest or choose to end it early.
psionic attack
Beginning at 1st level, once per turn, you can roll on the wild surge table (located at the end of this class) and manifest a talent on one creature you hit with an attack if you have advantage on the attack roll.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attack roll.
If the Talent you manifest can be augmented, you gain 1 temporary power point that can only be used on the talent. You gain 1 additional temporary power point that can be used in this way at 7th level, 13th level, and 19th level.
You cannot invoke a wild surge when manifesting a talent with your psionic attack.
Infuse Cloak
At 6th level, you infuse your cloak or clothing with psionic energy allowing it to adapt to your surroundings. You can make the Hide action as a bonus action. If a creatures moves into a position where it could see you, even if the location you are in has no cover, you remain hidden so long as you do not move.
Infuse Body
At 14th level, You can infuse your body by draining the essence of a Rare or lesser magical item during a long rest. The essence takes physical form on your body, it might be a tattoo, symbol, or other mark. You are considered attuned to the magical item for purposes of using its effects, but it does not count towards your maximum number of item you can attune to.
psychic enervation effect
A Infusion wilder overcome by psychic enervation can't take an action, bonus action, or reaction until the end of their next turn and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost).
Whenever you make use of this magical essence you must roll on the wild surge table and have a 20% to suffer from Psychic Enervation. You do not lose any power points from the Psychic Enervation, but you do suffer any additional effects it may cause.
Your body can only hold one magical essence at a time. If you drain another magical item and infuse it into your body. The previous magical essence is lost forever. You cannot infuse your body with a sentient magical item.
The magical item is drained of its power and becomes a non-magical object.
Infuse Armor
At 18th level, you infuse your armor with psionic energy, creating a thin adaptable membrane of psychic energy around you, granting you the following benefits:
- You have immunity to psychic damage
- When you are hit by an attack, but before damage is dealt, you can use your reaction to gain resistance to the damage type until the end of your next turn.

Leader's Surge
For the leader wilder, the rush of emotions is at its highest when amongst allies and friends. From their camaraderie, they draw renewed strength and in combat, their danger drives their emotions to almost paralyzing heights, sometimes spilling over into their aura.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Bonus proficiencies, guiding mind |
| 6th | Elude touch, surging aura |
| 14th | Prescience aura |
| 18th | Improved surging aura |
Bonus Proficiencies
At 1st level, you gain proficiency with medium armor and persuasion checks.
Guiding Mind
At 1st level, you learn the guidance cantrip. It becomes a wilder talent for you, with Olfactory and Auditory displays.
This talent does not count against your maximum number of Talents Known.
Elude Touch
At 6th level, your intuition supersedes your intellect, alerting you to danger from melee attacks. As a reaction when you are hit with a melee attack, you can increase your AC by a number equal to half of your Charisma modifier (rounding up, with a minimum of 1), potentially causing the attack to miss you. Additionally, your movement does not provoke opportunity attacks during this effect. This effect lasts until the end of your next turn.
psychic enervation effect
A leader wilder overcome by psychic enervation is frightened of the nearest enemy for a number of rounds equal to the level of wild surge used and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost), and each ally inside your surging aura radius must make a Wisdom saving throw vs your power save DC or be frightened by the same enemy until the end of their next turn. If the leader wilder suffers psychic enervation again while still suffering from a previous psychic enervation, the penalties do not stack, but the duration resets.
Surging Aura
Starting at 6th level, you gain a 10-foot surging aura. Whenever you gain Surging Euphoria, you can designate one ally within the aura's range to also gain Surging Euphoria's effects.
Prescience Aura
At 14th level, you are able to extend your prescience to those around you. When you succeed on a saving throw against an area of effect, such as a flame strike, the slow spell, or a dragon’s breath attack, all allies within 20-foot radius of you has advantage on their saving throw against the same effect.
Improved Surging Aura
At 18th level, your surging aura increases to 30 feet and whenever you invoke a wild surge and gain Surging Euphoria, all allies within your aura radius, also gain Surging Euphoria's effect.

Pain surge
The pain wilder draws strength from pain, but can only wild surge if they is experiencing physical pain.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Diehard, painful concentration |
| 6th | Precise harm, shared pain |
| 14th | Fight On |
| 18th | Pain for Power |
Diehard
You are especially hard to kill. Starting at 1st level, when you are reduced to 0 hit points for the first time after a long rest, you automatically stabilized.
Painful Concentration
Beginning at 1st level, when you would make a concentration check from taking damage, you can invoke a wild surge reducing the DC by a number equal to the level of the wild surge.
Precise Harm
At 6th level, you can determine exactly how much damage you wish to inflict on a paralyzed, incapacitated, willing, or unconscious creature with a weapon or power. For example, you attack a paralyzed creature with a dagger. You may choose to any amount of damage between 1 and 4 plus any additional modifiers.
This can make the you an expert surgeon or an expert torturer. You gain proficiency with Medicine checks. If you are already proficient you double your proficiency with this skill. Likewise, if you make any use of intimidation that involves inflicting pain on a target, you have advantage on the Intimidation check.
psychic enervation effect
When a pain wilder suffers psychic enervation, she is poisoned until the end of her next turn and loses a number of power points equal to their normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost).
Fight On
Starting at 14th level, as an action, you gain a number of temporary hit points equal to your Constitution modifier. You can activate this feature as an reaction when reduced to 0 hit points. These temporary hit points last for 1 minute.
Once you use this feature, you must finish a Long Rest before you can use it again.
Pain for Power
At 18th level, you have learned to convert the pain of dying creatures into power. The first time you reduce a creature to 0 hit points in a round you regain 1 power point.

Raging surge
A raging wilder unleashes pure, raw rage to boost their psionic power.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Able-Bodied , bonus proficiencies, psionic rage |
| 6th | Manifest Rage |
| 14th | Eater of Magic |
| 18th | Disruptive Mind |
psychic enervation effect
When the raging wilder suffers psychic enervation, they loses hit points equal to their normal manifester level (the increase in manifester level from their wild surge does not increase the number of hit points lost).
Able-Bodied
At 1st level, you gain proficiency with martial weapons and medium armor. Additionally, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Bonus Proficiencies
Psionic Rage
At 1st level, you gain the rage class feature, as the barbarian, except as follows:
- You can only use your wild surge feature while raging.
- Unlike spellcasters, you are able to manifest powers and concentrate on them while raging.
Manifest Rage
From 6th level, whenever you enter a rage, your rage manifests into a incorporeal weapon matching the weapon in your main hand. Whenever you take the Attack action on your turn, you make an additional attack with this incorporeal weapon. This weapon uses the same damage dice and modifier as your main hand weapon, but deals psychic damage.
Eater of Magic
Starting at 14th level, when you fail a saving throw against a spell or ability (such as a dragons breath attack) while raging. You can reroll the saving throw against this effect. If you succeed on the second saving throw, you are not affected by the spell or ability and gain a number of temporary hit points equal to the effect's caster level or the creatures challenge rating for 1 minute.
Once you use this feature, you must finish a Long Rest before you can use it again.
Disruptive Mind
Start at 18th level, your rage manifests in the mind of your enemies in a 30-foot radius around you. Enemies that start their turn within that area and are concentrating on a power, spell, or spell like ability must succeed on a Concentration check vs your spell save DC or lose their concentration.
Additionally a creature that attempts to cast a spell within the area, must succeed a Intelligence saving throw vs your spell save DC or their spell fails, but the spell slot is not used.

Student's surge
A student wilder has received some formal training in psionics, but still uses raw emotions to empower their abilities. The student wilder uses any emotion much like a free wilder, but with more focus and control.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Psicystal, expanded knowledge |
| 6th | Improved psicystal, psicrystal personality |
| 14th | Mantle of ardor improvement, psionic clave |
| 18th | Hardened Body |
Psicrystal
At 1st level, you obtain a psicrystal. A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life. A psicrystal appears as a crystalline construct about the size of a human hand. The psicrystal can move on your turn, A psicrystal stat block can be found at the end of this surge bond. Your psicrystal gains a variety of benefits while it is linked to you.
- The crystal obeys your will. It acts on your turn, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your psicrystal acts on its own.
- Your psicrystal's hit points are equal to half yours and its Hit Dice are equal to your Hit Dice (counting only levels in psion or wilder).
- When you psicrystal must make saving throw or makes a skill check, it uses yours.
- Its passive Perception is equal to yours.
- As an action, you can will your psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a movement speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if you desire).
- You can manifest a power, that has a range of Touch, while touching the psicrystal. The power has no effect, other than to be stored in the psicrystal. The psicrystal can then deliver the touch power just as you could as an action. If you manifests another power before the touch is delivered, the touch power dissipates.
- At the your option, you can have any power you manifests on yourself also affect your psicrystal. The psicrystal must be within 5 feet of you at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Should your psicrystal be destroyed, you can form a new one after a long rest.
psychic enervation effect
A student wilder overcome by psychic enervation is blinded for a number of rounds equal to the level of wild surge used and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost). If the student wilder suffers psychic enervation again while still suffering from a previous psychic enervation, they are blinded until they finish a short or long rest.
Expanding knowledge
At 1st level, you learn one 1st level power or spell of your choice from any class, including powers from another discipline’s list. If you choose a spell, it becomes a power that has all 5 displays (auditory, material, mental, olfactory, and visual). This power does not count against your maximum number of powers known.
You learn one additional power of any level up to one level lower than the highest-level power you can manifest at 6th, 14th, and 18th level.
Psicrystal Personality
Starting at 6th level your psicrystal gains a distinct personality. Its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted. Choose your personality below;
| Personality | Benefit |
|---|---|
| Artiste | You gain proficiency with the artisan’s tools of your choice |
| Bully | You have proficiency in the Intimidation skill. |
| Friendly | You have proficiency in the Persuasion skill. |
| Liar | You have proficiency in the Deception skill. |
| Meticulous | You have proficiency in the Investigation skill. |
| Observant | You have proficiency in the Perception skill. |
| Sage | You have proficiency in the History skill. |
| Sneaky | You have proficiency in the Sneak skill. |
| Sympathetic | You have proficiency in the Insight skill. |
Flawless psicrystal
Starting at the 6th level, your psicrystal gains more of your personality its abilities expand. Choose 2 of the following options;
- Alertness. The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner); its owner can't be surprised, and Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
- Flight. As an action, you can will your psicrystal to gain a fly speed of 50 ft.(hover). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
- Natural Armor. The psicrystal gains +2 AC.
- Sight Link. You can remote view the psicrystal (as if manifesting the remote view power) once per day.
- Psionic Transference. Choose one talent you know. You forget this talent and your psicrystal learns it. This does not count as a stored power for your psicrystal.
- Telepathic Link. You gains a telepathic link with your psicrystal out to a distance of up to 1 mile. You cannot see through the psicrystal’s senses, but you can communicate telepathically as if the psicrystal were the target of a mindlink power. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
- Telepathic Speech. The psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner. The psicrystal and the creature can understand each other even if they do not speak the same language.
Perfect Psicrystal
At 14th level, the psicrystal becomes internally and externally flawless becoming a complete extension of your mind. You learn to manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location.
When channeling a power through your psicrystal, you pay its power point cost. You are still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, you becomes visible when manifesting an offensive power if invisible, as does the psicrystal).
Student becomes the Teacher
At 18th level you have gained mastery over your emotions. You choose 2 powers that you know, a 1st-level power and a 2nd-level power. Whenever you manifest one of these powers at their given level, you do not expend any Power Points.
Additionally, whenever you invoke a wild surge you can add or subtracts your manifestor level to your wild surge roll. (the increase in manifester level from your wild surge does not increase the number you add or subtract). You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Psicrystal
Tiny, Construct
- Armor Class 16
- Hit Points determined by your hp and hit dice
- Speed 0 ft.
STR DEX CON INT WIS CHA 1 (-6) 15 (+2) 10 (10) 6 (-2) 10 (+0) 10 (+0)
- Condition Immunities exhaustion, paralyzed, poisoned, stunned
- Senses Blindsight 40 ft., passive Perception 14
- Language Understands all languages its master knows, but can only speak one of them.
Psionic Barrier Any critical hit against the psicrystal becomes a normal hit.
Evasion. When the psicrystal 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.
Actions
Deliver Power. The psicrystal delivers a power you stored within it to a creature it touches.

Warrior's surge
A warrior wilder embraces the surge of adrenaline, the rush of combat and melee and thus their connection to their body is far more intense. When they ride the wave of their combat-driven emotions, rage and fear foremost, the strain can sometimes be too high for their body to bear.
Surge Features
| Wilder Level | Feature |
|---|---|
| 1st | Body & mind, Mantle of ardor |
| 6th | Extra attack, psionic |
| 14th | Mantle of ardor improvement, psionic cleave |
| 18th | Hardened Body |
Body & Mind
At 1st level, you gain proficency with martial weapons and Wisdom saving throws. Additionally, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
psychic enervation effect
A warrior wilder overcome by psychic enervation can only take either its action or bonus action on its next turn and loses a number of hit points equal to their normal manifester level (the increase in manifester level from her wild surge does not increase the number of hit points lost).
Mantle of Ardor
At 1st level, as an action, you shroud yourself in a thin membrane of psychic energy. While your mantle is active, for 8 hours your base AC is 10 + your Constitution modifier + your Charisma modifier and your swimming and climbing speed are equal to your walking speed. This effect ends when you don armor or a shield.
While your mantle is active, as an action, you invoke a wild surge absorbing the mantle, ending its effect, and regaining hit points equal to your manifestation level (including the bonus manifester level from the wild surge).
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 14th level, as a bonus action, while your mantle is active, you can Augment yourself. The effect lasts for 1 minute and only one effect can be active at a time.
Bulwark (2 psi). You increase the AC of your mantle by 2.
Dilute Energy (4 psi). You gain resistance to acid, cold, fire, force, lightning, or thunder damage.
Mental Fortitude (6 psi). You have advantage on Intelligence, Wisdom, and Charisma saving throws.
Extra Attack, Psionic
At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn and the second attack deals psychic damage instead of its normal damage type
Psionic Cleave
At 14th level, as a reaction, when you reduce a hostile creature's hit points to 0 with a power that targets a single creature, you can pay half the cost of the power to target an additional creature within 30 feet of your target with the same power. You must make a ranged discipline attack or the additional creature must make a saving throw, as the power allows. When a power is manifested in this manner, you roll on the wild surge table.
You can’t use this feature again until you complete a short or long rest.
Hardened Body
Beginning at 18th level, a warrior wilder’s deep and intense connection to her body means that when your mind surges with power, your body grows more powerful. You gain 10 temporarty hit points whenever you gain the benefits of surging euphoria. These temporary hit points last until the surging euphoria ends.

Wild Surge Table
| d100 | Effect |
|---|---|
| 1 | A 5th level Wall of Force appears horizontally in front you. The wall is centered infront of you and lasts for its duration. |
| 2 | You can hear the thoughts and intentions of the target |
| 3 | When target dies, small harmless animals/critters gather to pay their respects |
| 4 | Roll 4 more times. All effects happen |
| 5 | Your's whole body glows as per a light spell for 1 hour |
| 6 | You and each creature within a 30 feet of you become the target of the power. |
| 7 | A huge rainbow hangs over you, a chorus of white voices plays in the background and illusory perfumed petals and sparkling glitter shine everywhere |
| 8 | Your tails double in length briefly or you grow a permanent one if you don't have one. |
| 9 | You are placed in a psychic cage, nothing can get in or out until the end of the manifester's next turn |
| 10 | Power activates normally but is coupled with a banshee-like scream out to 1000 feet |
| 11 | You develops allergy to their magical items. You uncontrollably sneeze until all magical items are removed. While sneezing, you have disavantage on all attack rolls, ability checks, and you cannot concentrate on a spell or power. The allergy lasts for 1d6 minutes |
| 12 | Will-o-wisps appear around your waist and then disappear |
| 13 | Your favorite food falls from the sky and it rains across the area for 1d4 days |
| 14 | Your mind snaps unexpectedly. You are confused for one minute, as though you were affected by the confusion spell. |
| 15 | The power lasts for its maximum duration and cannot be ended early |
| 16 | You and the target are affected by the Share Pain power for 1 minute (damage is split evenly between the two) |
| 17 | When target dies, the area explodes in psionic crystal shards dealing 2d8 piercing to everyone in a 10ft radius |
| 18 | Random enemy or ally in the area is affected by Crown of Madness spell for its duration |
| 19 | Pyrokinetic flames encircle you in a 5 foot radius. Any creature that enters the area or starts its turn in the flames takes 1d4 fire damage |
| 20 | The target's gains temporary hit points equal to its current hit points for 1 hour |
| d100 | Effect |
|---|---|
| 21 | You become the target of your power in addition to your target |
| 22 | You levitate 20 feet in the air for 1d4 minutes |
| 23 | Panick strikes all creatures within 60 feet of you. Each creature in that area, except you, must succeed on a DC 15 wisdom saving throw, or becomes frightened of you for 1 minute. |
| 24 | You instantly gain the effects of a long rest |
| 25 | You repeat the same action on the next turn |
| 26 | You temporarily gains +2 AC until the end of the battle |
| 27 | Creatures within 15 feet of you cannot speak as if under the silence spell. A creature that moves out of the area is no longer effected by the silence at the start of their next turn. |
| 28 | A 10 foot wide by 10 foot long and 5 feet deep pit appears immediately under you. The pit is 5 feet deeper for every manifester level you have |
| 29 | Ice covers the ground in a 20-foot square centered on you. It's becomes difficult terrain for 1 day. When the ice appears, each creature standing in its area must make a Dexterity check vs your spell save DC or fall prone. A creature that enters the area or ends its turn there must also make this save. |
| 30 | A grand image of Death appears behind the ally with the lowest HP, taps on their shoulder, chuckles when they turn around and then he vanishes |
| 31 | You are cured of any condition except incapcitated |
| 32 | You becomes invisible as if they cast the spell |
| 33 | The next power you manifest that deals damage, deals its maximum damage |
| 34 | Stream of fairies pour from your mouth |
| 35 | The target is duplicated, gaining only half the original's current HP. This duplicate last for 24 hours or until killed |
| 36 | d20 gems, shoot from your fingertips. Each gem is worth 1d6 x 10 gp. |
| 37 | All flammable objects in a 60 foot radius of the target burst into flames |
| 38 | Random ally gains nine tails and vulpine ears temporarily for 1d10 minutes |
| 39 | Target is placed in a Otiluke’s Resilient Sphere until the end of its next turn. During this time the target can hear the your thoughts. If you are farther away from the target than 30 feet, they cannot move while the target is in the sphere. |
| 40 | A force explodes out in a 25 foot radius around you, Each creature in the area must make a DC 14 Strength saving throw or be knocked back 10 feet |
Wild Surge Table Cont
| d100 | Effect |
|---|---|
| 41 | One normal item within 30 feet of you (randomly chosen) becomes permanently magical |
| 42 | All allies within 30 feet of you, have their damage is increased by +2 until the end of their next turn |
| 43 | Smoke trickles from the ears of all creatures within 60 feet of you |
| 44 | Small colorful fey wisps appear and follow the caster |
| 45 | You and the target both get an intense sense of kinship and refuse to fight each other for 1d4 rounds. |
| 46 | All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of you swing open |
| 47 | Manifester and target swap places |
| 48 | Power also affects another random creature, including allies within 60 feet of you |
| 49 | Target's weight doubles, but not altered physically |
| 50 | Cow falls from sky on target |
| 51 | Sudden change in weather (temperature rise, snow, rain, etc.) |
| 52 | Deafening bang affects everyone within 60 foot radius of the target. Each creature in the area that can hear must succeed on a DC 14 Consitution saving throw, or become deaf for 1 minute. |
| 53 | Random ally within line of sight gains +4 AC as long as they do not move |
| 54 | Gate opens to random outer plane; 50% chance for extra-planar creature to appear. |
| 55 | All allies in a 15 foot radius of the target are slowed as if under the slow spell until the end of their next turn |
| 56 | Power effectiveness (range, duration, area of effect, damage, etc.) decreases 50% |
| 57 | If the power deals damage, it heals. If it heals it deals damage. |
| 58 | The smell of cinnamon fills the area in a 30-foot radius around the caster. |
| 59 | All weapons within a 60 feet of you glow for 1d4 minutes |
| 60 | Target gains resistance to your powers until the end of your turn |
| 61 | Target falls under the effects of the Cloud Mind power |
| 62 | All magical items within 60 feet of you glow for 2d8 days |
| 63 | Your target rolls on the wild surge table with them as the target |
| d100 | Effect |
|---|---|
| 64 | Five Violet Fungus sprout up from the ground and begin attacking the party when the spell is cast. |
| 65 | You grow rabbit ears that give them advantage on all perception rolls for 1 hour. |
| 66 | Darkness spell is cast centered on target and lasts for its duration |
| 67 | Links target and another random enemy's fate together (anything that happens to one, happens to the other). Roll a d20 on a 1 it will link to a player's character |
| 68 | 1,000lbs. of non-living matter within 10 feet of target vanishes |
| 69 | 1d8 medium sized purple tentacles rise from the ground. They are semi-sentinel and not aligned to caster nor foe. They grapple anything within range (Escape DC 14) |
| 70 | A weapon within 30 feet of caster becomes sentient, it's always grumbling about being dirty and grants disadvantage to the user if they don't spend an hour a day cleaning it. |
| 71 | Roll a 1d4. 1 = you age 1d10 years. 2 = you lose 1d10 years. 3 = the target ages 1d10 years. 4 = the target loses 1d10 years |
| 72 | Everyone within 10 feet of you receive a potion of healing in their hand, pouch, or other easily reachable area |
| 73 | Target becomes stunned until the end of their next turn |
| 74 | All silver you are carrying becomes gold |
| 75 | All gold you are carrying becomes silver |
| 76 | The target is blinded for 1 minute |
| 77 | The target is charmed by you for 1 minute |
| 78 | The entire area explodes in a burst of psychic energy sending a shockwave outward (acts as the thunderwave spell) |
| 79 | Summons a large astral hand that slams down on the target dealing 2d8 force damage |
| 80 | You choose one level 2 or lower power that you know. You can manifest the power without using power points once per long or short rest. Should you roll this option again, you forget the previous power and can choose a new one. |
| 81 | Target polymorphs into a random CR 0 creature at the start of its turn for 1 minute |
| 82 | Target is charmed and falls madly in love with caster for 24 hours |
| 83 | Random treasure is generated on the target |
| 84 | You teleport 10 feet above the target |
| 85 | The target gains advantage on all saving throws and ability checks until the end of combat. |
Wild Surge Table Cont
| d100 | Effect |
|---|---|
| 86 | A large chunk of matter manifests over target. The target must make a DC 14 Dexterity saving throw, taking 2d20 bludgeoning damage on a failed save or half as much on a successful one. |
| 87 | The target suffers terrible visions. They must make a Wisdom saving throw vs your power save DC. On a fail the target falls unconscious for 1 minute, or until it succeeds on its save. The target does not regain consciousness from taking damage or from a creature attempting to wake them. The target can repeat its saving throw at the end of each of its turns, regaining consciousness on a success |
| 88 | All creatures within 60 feet of target also become targets of the power |
| 89 | Target's skin begin to feel extremely itchy and must make a DC 13 Constitution saving throw to make an attack action for the duration of the fight |
| 90 | You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result. |
| 91 | A demon whose CR is equal to half of your level appears near you. Make a Charisma saving throw against your power save DC. If you make it, the demon is subservient, otherwise, it is hostile. The demon, if not banished or defeated, vanishes after one day. |
| d100 | Effect |
|---|---|
| 92 | You and a random ally swap places |
| 93 | You heal for an amount of damage you dealt to the target |
| 94 | Target's speed is doubled until the end of its turn. When their turn ends they gain one level of exhaustion |
| 95 | All nonmagical articles of clothing on target crumble to dust |
| 96 | Ethereal wisps appear around the caster, and then disappear leaving fox fires in the area |
| 97 | Four massive pillars erupt from the ground in a square around the caster. Each pillar is 10 feet wide and 40 feet high. |
| 98 | Target's nonmagical armor and clothing leaps from target and becomes a sentient |
| 99 | You suddenly witnesses a helpful or ominous memory from one of your ancestors. |
| 00 | Power effectiveness (range, duration, area of effect, damage, etc.) increases 200% |

Wilder Power List
talents (0 Level)
- Call to Mind
- Catfall A
- Control Flames
- Control Light
- Create Sound
- Crystal Shard A
- Daze, Psionic A
- Dissipating Touch A
- Far Hand A
- Float:
- Missive A
- My Light A
- Sustenance
1st Level
- Astral Traveler
- Attraction A
- Bolt A
- Conceal Thoughts
- Deceleration A
- Déjà Vu A
- Demoralize A
- Distract
- Empathy A
- Empty Mind A
- Energy Ray A
- Entangling Ectoplasm
- Force Screen A
- Grease, Psionic
- Hammer A:
- Inertial Armor A:
- Know Direction and Location
- Matter Agitation
- Mental Barrier A
- Mind Thrust A
- Precognition, Defensive A
- Precognition, Offensive A
- Prescience, Offensive A
- Sense Link A
- Skate:
- Synesthete
- Telempathic Projection
- Vigor A:
2nd Level
- Biofeedback A
- Body Equilibrium
- Cloud Mind
- Concealing Amorpha:
- Concussion Blast A
- Control Sound
- Detect Hostile Intent
- Ego Whip A
- Elfsight
- Energy Adaptation, Specified A
- Energy Push A
- Energy Stun A
- Identify, Psionic
- Inflict Pain A
- Knock, Psionic
- Levitate, Psionic
- Mental Disruption A
- Missive, Mass A
- Psionic Lock
- Recall Agony A
- Sense Link, Forced:
- Share Pain:
- Swarm of Crystals A
- Thought Shield A
- Tongues, Psionic
3rd Level
- Body Adjustment A
- Danger Sense
- Dispel Psionics A
- Energy Bolt A
- Energy Burst A
- Energy Retort A
- Energy Wall:
- Eradicate Invisibility A:
- Keen Edge, Psionic
- Mind Trap A
- Psionic Blast A
- Share Pain, Forced A
- Solicit Psicrystal A
- Telekinetic Force A
- Telekinetic Thrust A
- Time Hop A
- Touchsight A
- Ubiquitous Vision
4th Level
- Aura Sight A
- Correspond
- Death Urge A
- Detect Remote Viewing
- Dimension Door, Psionic
- Divination, Psionic
- Empathic Feedback A
- Energy Adaptation A
- Freedom of Movement, Psionic
- Id Insinuation A
- Intellect Fortress A
- Mindwipe A
- Personality Parasite
- Power Leech:
- Telekinetic Maneuver A
- Trace Teleport A
- Wall of Ectoplasm
5th Level
- Adapt Body:
- Catapsi A
- Ectoplasmic Shambler
- Leech Field A
- Major Creation, Psionic
- Plane Shift, Psionic
- Power Resistance
- Psychic Crush A
- Shatter Mind Blank
- Tower of Iron Will A
- True Seeing, Psionic
6th Level
- Aura Alteration A
- Breath of the Black Dragon A
- Cloud Mind, Mass
- Contingency, Psionic
- Co-opt Concentration
- Disintegrate, Psionic A
- Fuse Flesh A
- Remote View Trap
- Retrieve A
- Suspend Life
- Temporal Acceleration A
- Touchsight A
- Wind Walk, Psionic
7th Level
- Decerebrate:
- Divert Teleport
- Energy Conversion
- Energy Wave A
- Evade Burst A
- Insanity A
- Mind Blank, Personal
- Oak Body A
- Phase Door, Psionic
- Sequester, Psionic
- Ultrablast A
8th Level
- Bend Reality
- Iron Body, Psionic
- Matter Manipulation
- Mind Blank, Psionic
- Recall Death
- Shadow Body
- Teleport, Psionic
- True Metabolism
9th Level
- Affinity Field
- Apopsi
- Assimilate
- Etherealness, Psionic
- Microcosm A
- Reality Revision
- Timeless Body
Talents
Call to Mind
Divination Talent
- Manifesting Time: 1 action
- Range: Self
- Display: Mental
- Duration: Conc. Up to 1 minute
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. You may reroll a Arcana, History, Medicine, Nature, or Religion skill check before the outcome is determined. You must take the result of the reroll, even if it’s worse than the original roll.
Catfall
Transmutation Talent
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory
- Duration: Instantaneous
You can use this Talent in the air if jumping or falling from a great height. No matter what, you land on your feet and when you land the damage you would have taken from the fall is reduced as if the fall was 20 feet shorter.
Once you use this Talent, you cannot use it again until 1 minute has passed.
Augment
For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.
Control Flames
Transmutation Talent
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Mental
- Duration: Instantaneous
Choose a nonmagical flame that you see and fits in a 5-foot cube. You affect it in one of the following ways:
- You expand the flame 5 feet in one direction if fuel is present in the new location.
- You extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes to appear within the flames and animate as you like. The shapes last for 1 hour.
If you manifest this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.
Control Light
Transmutation Talent
- Manifesting Time: 1 action
- Range: 120 feet (Nine 10-ft. cubes)
- Display: Visual
- Duration: Concentration, up to 1 min
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
Decrease
You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light are blind. If you decrease the ambient light in an area by 100%, even those with darkvision are unable to see within the affected area.
Increase
You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.
You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration is only 1 round.
Create Sound
Conjuration Talent
- Manifesting Time: 1 action
- Range: 120 feet (Nine 10-ft. cubes)
- Display: Auditory
- Duration: Concentration, up to 1 min
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Charisma (Deception) check opposed by the listener’s Wisdom (Insight) check to avoid arousing suspicion. A creature can repeat its check at the end of
Create sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.
Crystal Shard
Evocation Talent
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory and material
- Duration: Instantaneous
Upon manifesting this power, you propel a razor-sharp crystal shard at your target. Make a ranged power attack. On hit, the target takes 1d8 piercing damage.
This powers's damage increases by 1d8 when you reach 5th, 11th, and 17th level.
Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.
Daze, Psionic
Enchantment Talent
- Manifesting Time: 1 action
- Range: 30 feet
- Display: Material and mental
- Duration: instantaneous
You cloud the mind of a humanoid creature. If the target creature has 4 or fewer Hit Dice, it must make a Wisdom saving throw or it can take no actions until the end of its next turn. Humanoids of 5 or more HD automatically succeed the saving throw. A dazed subject is not stunned, so attackers get no special advantage against it.
Augment
For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.
Dissipating Touch
Transmutation Talent
- Manifesting Time: 1 action
- Range: Touch
- Display: Auditory and visual
- Duration: Instantaneous
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. Make a melee power attack. On hit, the target takes 1d8 thunder damage.
This powers's damage increases by 1d8 when you reach 5th, 11th, and 17th level.
Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.
Far Hand
Conjuration Talent
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Visual
- Duration: 1 min.
You can mentally lift and move an object weighing up to 5 lbs. at will from a distance. You can use part of your movement, to propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
Augment
- For every additional power points you spend, this power’s range increases by 5 feet.
- For every additional power point you spend, the weight limit of the target increases by 2 pounds.
Float
Transmutation Talent
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory
- Duration: up to 1 minute
You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.
If you are underwater at the start of your turn, you pushed 10 feet towards the liquids surface without expending any of your movement.
Missive
Transmutation Talent
- Manifesting Time: 1 action
- Range: 90 feet
- Display: Mental
- Duration: 1 round
As the message cantrip, except as noted here.
- The message can only be 10 words long
- The target cannot reply back
- Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood does not block the power.
Augment
For every 1 additional power points you spend, this power’s range increases by 5 feet.
My Light
Evocation Talent
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory and visual
- Duration: 10 minutes
Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk into an area filled with psionic or magical darkness, my light goes dark while you stay within that area.
If my light is used in conjunction with the elfsight power, the cone of light extends out to 40 feet instead of 20 feet.
Augment
If you spend 1 additional power points, you can manifest this power as a bonus action
Sustenance
Transmutation Talent
- Manifesting Time: 1 action
- Range: Self
- Display: Material
- Duration: Instantaneous
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.
1st-level powers
Astral Traveler
1st-level Conjuration
- Manifesting Time: 1 hour
- Range: Touch
- Display: none
- Duration: See text
This power allows you or a creature you touch to participate in an astral caravan created through use of the Astral Caravan power. While participating in a journey allowed by the astral caravan power, you must hold the hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you (unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails.
All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons exist that can damage a silvery cord.
The last creature in the line of those making up the caravan is sometimes referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral Plane allows the caravan to flex and bend as necessary to bring the rear guard’s weapon to bear.
Attraction
1st-level Enchantment
- Manifesting Time: 1 action
- Range: 30 feet
- Display: Auditory
- Duration: 1 hour
You plant a compelling attraction in the mind of the target creature. The attraction can be toward a particular person or an object. The target creature must then make a Charisma saving throw. On a failed save, the subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction.
For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a advantage any interaction checks you make involving the subject (such as Deception, Intimidate, Insight, and Persuasion).
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 hour for each level above 1st.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.
Bolt
1st-level Conjuration
- Manifesting Time: 1 action
- Range: touch
- Display: Material
- Duration: Concentration, 1 minute
You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, you increase the amount of ammo created by 1d4 and its duration is increased by 1 minute for each level above 1st.
Augment
For every 3 additional power points you spend, this power improves the ammunition’s enhancement bonus on attack rolls and damage rolls by 1.
Conceal Thoughts
1st-level Abjuration
- Manifesting Time: 1 action
- Range: 30 feet
- Display: Mental
- Duration: Concentration, 1 hour
You protect the one willing’s thoughts from analysis. While the duration lasts, creatures have disadvantage on skill checks when attempting to discern the targets true intentions. It also has advantage on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 hour for each level above 1st.
Deceleration
1st-level Transmutation
- Manifesting Time: 1 action
- Range: 30 feet
- Display: Auditory and material
- Duration: 1 minute
You warp space around one Medium or smaller creature, hindering the creature’s ability to move. The target must make a Dexterity saving throw or its speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.
Augment
For every 2 additional power points you spend, this power can affect a target one size category larger.
Déjà Vu
1st-level Enchantment
- Manifesting Time: 1 action
- Range: 30 feet
- Display: Mental
- Duration: 1 minute
A creature of your choice must succeed on a Wisdom save or your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.
Demoralize
1st-level Enchantment
- Manifesting Time: 1 action
- Range: Self (30-foot radius)
- Display: Mental and olfactory
- Duration: Concentration 1 minute
You fill your enemies with self-doubt in a 30 foot radius around you. Each enemy in the area must make a Wisdom saving throw. On a fail fails, whenever they make an attack roll or saving throw before the power ends, they must roll a d4 and subtract the number rolled. Allies and creatures with an Intelligence score of 6 or less are unaffected.
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.
Augment
For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.
Distract
1st-level Enchantment
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Mental
- Duration: Concentration 1 minute
A creature of your choice must succeed on a Charisma saving throw or you cause your target’s mind to wander, distracting it. Targets under the effect of distract have their passive Perception halved and they make all Insight, Investigation, and Perception checks at disadvantage.
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.
Empathy
1st-level Divination
- Manifesting Time: 1 action
- Range: Self (30-foot radius)
- Display: Mental
- Duration: Concentration, up to 1 min.
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
You gain advantage on Charisma (Deception) checks, Charisma (Intimidation) checks, Wisdom (Insight) Checks, and Charisma (Persuasion) checks that you make in the round you cease concentrating on this power.
At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.
Augment
- For every additional power point you spend, this power’s range and the radius of its area increases by 5 feet.
- If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level.
Empty Mind
1st-level Divination
- Manifesting Time: 1 reaction
- Range: Self
- Display: Auditory
- Duration: Instantaneous
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain advantage on Wisdom saving throws until the end of your next turn.
Augment For every 2 additional power points you spend, you gain an addition +1 to you Wisdom saving throws.
Energy Ray
1st-level Evocation
- Manifesting Time: 1 action
- Range: 90 feet
- Display: Auditory
- Duration: Instantaneous
Upon manifesting this power, you choose cold, fire, lightning, or thunder. You create a ray of energy of the chosen type that shoots forth from your fingertip and gains the benefit blow. Make a range power attack, on a hit the target takes 2d8 points of damage of the choosen type.
- Cold
A ray of this energy type deals +1 point of damage per die. - Fire
A ray of this energy type deals +1 point of damage per die. - Lightning
Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor. - Thunder
A ray of this energy type deals -1 point of damage per die and ignores cover.
Augment For every additional power point you spend, this power’s damage increases by 1d8.
Entangling Ectoplasm
1st-level Conjuration
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Visual and Material
- Duration: up to 1 minute
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged power attack at one Medium or smaller creature in range. On a successful hit, the subject is covered in goo and becomes restrained. As an action, a creature can make an Strength (Atheletics) check versus your power save DC. On a success the creature is freed or the goo evaporates at the end of the power’s duration.
Augment For every 2 additional power points you spend, this power can affect a target one size category larger.
Force Screen
1st-level Conjuration
- Manifesting Time: 1 bonus action
- Range: Self
- Display: Auditory
- Duration: 1 minute
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +2 bonus to your AC.
Grease, Psionic
1st-level Conjuration
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory
- Duration: 1 minute
As the grease spell, except as noted here.
Sometimes this power is referred to as ectoplasmic sheen.
Hammer
1st-level Conjuration
- Manifesting Time: 1 bonus action
- Range: Self
- Display: Auditory and material
- Duration: instantaneous
This power charges your touch with the force of a sledgehammer, make a melee power attack. On hit, the target takes 1d6 bludgeoning damage and must make a Constitution saving throw or become stunned until the end of its next turn.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
Inertial Armor
1st-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 8 hours
Your mind generates a tangible field of force. Your base AC becomes 12 + its Dexterity modifier. The power ends if the target dons armor; you use the force screen power, or if its already active; or if you dismiss the power as an action. Your inertial armor can be invisible or can appear as a colored glow, at your option.
Augment For every 4 additional power points you spend, the armor bonus to Armor Class increases by 1.
Know Direction and Location
1st-level Divination
- Manifesting Time: 1 action
- Range: Self
- Display: Mental
- Duration: Instantaneous
You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location 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. Using this power also tells you what direction you are facing.
Matter Agitation
1st-level Conjuration
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory and material
- Duration: Concentration, up to 1 min.
When you manifest this power, the target creature or object must make Constitution saving throw. On a fail, you can excite the structure of a nonpsionic creature, nonmagical object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below.
1st Round
Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).
2nd Round
Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.
3rd and Subsequent Rounds
Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.
Mental Barrier
1st-level Enchantment
- Manifesting Time: 1 reaction
- Range: Self
- Display: Auditory
- Duration: 1 round
As the shield spell, except as noted here.
Augment
You can augment this power in one or both of the following ways.
- If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
- For every additional power point you spend, this power’s duration increases by 1 round.
Mind Thrust
1st-level Evocation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory and material
- Duration: Instantaneous
You instantly deliver a massive assault on the thought pathways of any one creature. That creature must make an Intelligence saving throw, or take 2d10 psychic damage.
Augment
For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
Precognition, Defensive
1st-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material and visual
- Duration: Concentration, up to 10 min.
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
You gain a +1 bonus to AC and on all saving throws. If caught in a situation where you are surprised, this bonus to AC and saving throws does not apply.
Augment
- For every 6 additional power points you spend, the bonus gained to AC is increases by 1.
- If you spend 3 additional power points, you can manifest this power as a bonus action.
Precognition, Offensive
1st-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material and visual
- Duration: Concentration, up to 10 min.
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 bonus on your attack rolls.
Augment
- For every 6 additional power points you spend, the bonus gained on your attack rolls is increases by 1.
- If you spend 3 additional power points, you can manifest this power as a bonus action
Prescience, Offensive
1st-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material and visual
- Duration: Concentration, up to 10 min.
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 bonus on your damage rolls.
Augment
- For every 6 additional power points you spend, the bonus gained on your damage rolls is increases by 1.
- If you spend 3 additional power points, you can manifest this power as a bonus action
Sense Link
1st-level Abjuration
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Concentration, up to 10 min.
When you manifest this power on a friendly target within range. You perceive what the target creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation.
You make any skill checks involving senses, such as Perception or Insight, as the subject, and only within the subject’s field of view. You lose your passive Perception while directly sensing what the subject senses.
Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.
The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any attack affecting the target creatures mind or sense you are using. If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
Augment
You can augment this power in one or both of the following ways.
- If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around.
- If you spend 4 additional power points, you can link to a second sense of the same subject.
Skate
1st-level Evocation
- Manifesting Time: 1 action
- Range: Touch
- Display: Material and visual
- Duration: 1 hour
You, another willing creature, or an unattended object weighing less than 100 lb. can slide along solid ground as if on smooth ice. While under this power, you are uneffected by natural difficult terrain. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s speed increases by 10 feet.
The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases her speed by an additional 10 feet.
If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground.
Synesthete
1st-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material
- Duration: 1 hour
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a bonus action. Your senses continue to work normally as well, unless they are impaired for some reason.
Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.
If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain advantage on Wisdom (Perception) checks involving sight. While feeling light, you are immune to effects that would require you to look away.
If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with advantage on Wisdom (Perception) checks involving hearing.
Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.
You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition.
Telempathic Projection
1st-level Enchantment
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: 10 min
You choose one creature within range that must make a Charisma saving throw. On a fail, you alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You have advantage on any ability check to interact socially with the creature.
Vigor
1st-level Necromancy
- Manifesting Time: 1 action
- Range: Self
- Display: Material
- Duration: 10 min
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment For every additional power point you spend, the number of temporary hit points you gain increases by 1d4+1.
2nd-level powers
Biofeedback
2nd-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material and visual
- Duration: 1 min
You can toughen your body against wounds, lessening their impact. Choose bludgeoning, piercing or slashing damage. During the duration of this power, you gain resistance to that damage type.
Augment For every 3 additional power point you spend, you can choose an additional damage type to have resistance to.
Body Equilibrium
2nd-level transmutation
- Manifesting Time: 1 action (ritual)
- Range: Self
- Display: Material and visual
- Duration: 1 hour
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, 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 run on an unfirm surface without sinking or breaking through.
You have resistance to fall damage while using this power.
Cloud Mind
2nd-level transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: None
- Duration: 10 minutes
You target one creature that you can see within range. That creature must make a Wisdom saving throw. On a failed save, You make yourself completely undetectable to the target by erasing all awareness of your presence from its mind. This power has the following effects:
- You are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
- The target remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the target’s environment. If you attack the target creature, the effect ends.
If you take an action that creates a sustained and obvious change in the target’s environment-for example, attacking a creature aside from the target or moving a large or attended object the target can see—the target immediately gains a new saving throw against the power. An ally of the target creature that is able to see or perceive you can use a move action to warn the target and thereby grant it a new saving throw at the start of its turn.
Concealing Amorpha
2nd-level Abjuration
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Material
- Duration: 1 minute
Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. Thanks to the rippling membrane encasing your form, when a creature makes a attack against you, roll a 1d4 and subtract the number rolled.
You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.
Concussion Blast
2nd-level Evocation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory
- Duration: Instantaneous
A target you can see within range is pummeled with telekinetic force, taking 3d8 force damage and must make a Strength saving throw or be knocked back 10 feet.
Augment
You can augment this power in one or both of the following ways.
- For every 2 additional power points you spend, this power’s damage increases by 1d8 points.
- For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Control Sound
2nd-level Evocation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory
- Duration: Concentration, up to 1 min
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Charisma (Deception) check opposed by the intended listener’s Wisdom (Insight) check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.
Detect Hostile Intent
2nd-level Evocation
- Manifesting Time: 1 action
- Range: Self (30-foot radius)
- Display: Olfactory
- Duration: 1 hour
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised by creatures that are susceptible to mind-affecting powers.
While under the effect of this power, you can make Wisdom (Insight) checks as a free action on your turn against anyone within 30 feet of you.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.
Ego Whip
2nd-level Evocation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory
- Duration: Instantaneous
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target must make a Charisma saving throw, taking 6d4 psychic damage and cannot take take any actions next turn on a failed save or half as much damage and can still take their actions next turn on a successful one.
Elfsight
2nd-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 1 hour
You gain darkvision 60 feet (as if an elf) for the duration of the power, as well as a +2 bonus to your passive Perception.
In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one.
If elfsight is used in conjunction with the my light talent, the cone of light extends out to 40 feet instead of 20 feet.
Energy Adaptation, Specified
2nd-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: Concentration, Up to 10 minutes
You have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Augment
If you spend 4 additional power points, you can manifest this power as an reaction.
Energy Push
2nd-level Evocation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory and visual
- Duration: Instantaneous
When you manifest this power, you choose, cold, lightning, fire, or thunder and the target creature must make a Dexterity saving throw, taking 3d10 damage of the choosen type on a failed save or half as much damage on a successful one.
In addition, if a target of up to one size category larger it must make a Strength saving throw. On a failed save, the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the target from being pushed back, the target instead slams into the object and takes an extra 2d6 bludgeoning damage upon impact.
Augment
For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.
Energy Stun
2nd-level Evocation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory
- Duration: Instantaneous
Upon manifesting this power, you choose cold, lightning, fire, or thunder. You release a powerful stroke of the chosen energy type at a location within range. Each creature within 5 feet of that location must make a Constitution saving throw, taking 2d6 damage of the chosen type and become stunned for 1 minute on a failed save, or half as much damage and are not stunned on a successsful one.
A creature may repeat its saving throw at the end of its turn ending the effect on a successful save.
Augment
For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.
Identify, Psionic
2nd-level divination (ritual)
- Manifesting Time: 1 day
- Range: Touch
- Display: Mental and Material
- Duration: Instantaneous
As the identify spell, except as noted here.
Inflict Pain
2nd-level Evocation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Mental
- Duration: Concentration, 1 minute
You telepathically stab the mind of your foe, causing horrible agony. The target must make a Constitution saving throw. On a fail the target suffers wracking pain that imposes disadvantage on attack rolls, skill checks, and ability checks. On a successful save, whenever the target makes an attack roll, skill check, or ability check they must roll a d4 and subtract the number rolled.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Knock, Psionic
2nd-level Transmutation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Material
- Duration: Instantaneous; see spell text
As the knock spell, except as noted here.
Levitate, Psionic
2nd-level Transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Olfactory
- Duration: Concentration, Up to 10 minutes; see spell text
As the levitate spell, except as noted here.
Special
When a psion, wilder, or a psychic warrior manifests this power, the target is the manifester (not a willing creature or an object).
Mental Disruption
2nd-level Enchantment
- Manifesting Time: 1 action
- Range: Self (10-foot radius)
- Display: Mental
- Duration: Instantaneous
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Wisdom saving throw or become unable to use any actions on until the end of their next turn.
Augment
You can augment this power in one or both of the following ways.
- For every 2 additional power points you spend, this power’s save DC increases by 1.
- For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.
Missive, Mass
2nd-level Transmutation
- Manifesting Time: 1 action
- Range: Self (10-foot radius)
- Display: Mental
- Duration: Instantaneous
You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the targets. If you do not share a common language, the targets “hear” meaningless mental syllables.
Augment
For every 2 additional power points you spend, this power’s range increases by 40 feet.
Psionic Lock
2nd-level Abjuration
- Manifesting Time: 1 action
- Range: Touch
- Display: Material
- Duration: Permanent
A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful dispel effect. The DC to break open a door or portal affected by this power is equal to your Power Save DC.
Recall Agony
2nd-level Necromancy
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Material
- Duration: Instantaneous
The fabric of time parts to your will, revealing wounds your target has received in the past (or has yet to receive). The target must make a Constitution saving throw, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. If the target failed the saving throw, they take an additional 2d6 psychic damage at the start of its next turn.
Augment
For every additional power point you spend, this power’s initial damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1.
Sense Link, Forced
2nd-level Necromancy
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Concentration, up to 10 min.
As sense link, except you can use this power on any creature (willing or unwilling). If the target is unwilling, it must make a Wisdom saving throw ending the effect on a success.
Swarm of Crystals
2nd-level Evocation
- Manifesting Time: 1 action
- Range: Self (15ft cone)
- Display: Material
- Duration: Instantaneous
Thousands of tiny crystal shards spray forth in a 15 foot-cone from your hand. These razorlike crystals slice everything in their path. Each creature in that area must make a Dexterity saving throw, taking 6d4 slashing damage on a failed save or half as much damage on a successful one.
Augment
For every additional power point you spend, this power’s damage increases by 1d4 points.
Thought Shield
2nd-level Enchantment
- Manifesting Time: 1 reaction
- Range: Self
- Display: Auditory
- Duration: 1 round
You fortify your mind against intrusions. Until the end of your next turn you cannot be charmed, frightened or effected by any other mind effecting powers or spells.
Augment
For every additional power point you spend, this power’s duration increases by 1 round.
Tongues, Psionic
2nd-level Enchantment
- Manifesting Time: 1 action
- Range: Touch
- Display: Auditory
- Duration: 10 minutes
As the tongues spell, except as noted here. This power does not enable you to speak with creatures who are immune to being charmed or frightened.
3rd-level powers
Body Adjustment
3rd-level enchantment
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory and material
- Duration: Instantaneous
You take control of your body’s healing process, regaining 2d12 + your power modifier of hit points.
Augment For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.
Danger Sense
3rd-level enchantment
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 1 hour
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you +4 to your passive Perception to detect traps, advantage on dexterity saving throws to avoid traps, and +4 AC against attacks by traps.
Dispel Psionics
3rd-level Abjuration
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory
- Duration: Instantaneous
You can use dispel psionics to end ongoing powers of 3rd level or lower that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. If the power is 4th level or higher, make a check using your Power ability. The DC equals 10 + the power's level. On a successful check, the power ends. Dispel psionics can end spell-like effects just as it does powers.
If the object that you target is a psionic item, you make a dispel check against the item’s manifester level. If you succeed, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. Artifacts and deities are unaffected by mortal power such as this.
At Higher Levels. You automatically end the effects of a power on the target if the power's level is equal to or less than the level of the power you used.
Energy Bolt
3rd-level Evocation
- Manifesting Time: 1 action
- Range: Self (120-foot line)
- Display: Auditory
- Duration: Instantaneous
Upon manifesting this power, you choose cold, lightning, fire, or thunder. You release a 120-foot long, 5-foot wide beam of energy. Each creature in the line must make a Dexterity saving throw. A creature takes 7d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Augment For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
Energy Burst
3rd-level Evocation
- Manifesting Time: 1 action
- Range: Self (40-foot radius)
- Display: Auditory
- Duration: Instantaneous or 1d4 rounds; see text
Upon manifesting this power, you choose cold, lightning, fire, or thunder. You create an explosion of unstable ectoplasmic energy in a 40-foot radius centered on you. Each creature in the area must make a Dexterity saving throw. A creature takes 6d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Augment For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
Energy Retort
3rd-level Transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory
- Duration: 1 minute
Upon manifesting this power, you choose cold, lightning, fire, or thunder. You weave a field of potential energy of the chosen type around your body. An “ectoburst” discharges from the field the first time you take damage this round, from a creature within 60 feet of you that you can see, make a ranged power attack against it. On hit, the creature takes 2d6 damage of the chosen type.
Augment For every additional power point you spend, this power’s duration increases by 1 minute.
Energy Wall
3rd-level Evocation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory
- Duration: Concentration, up to 1 minute
Upon manifesting this power, you choose cold, lightning, fire, or thunder. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 damage of the chosen type, or half as much damage on a successful save. One side of the wall, selected by you when you manifest this power, deals 4d8 damage of the chosen type to each creature that ends its turn within 10 feet and 2d6 points of damage to those beyond 10 feet but within 20 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
If this power is manifested as cold, the creatures make a Constitution saving throw instead of a Dexterity saving throw.
Keen Edge, Psionic
3rd-level Transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Visual
- Duration: 10 minutes
This power makes a weapon magically keen, improving its ability to deal vicious blows. This transmutation double the critical range of the weapon. A critical range of 20 becomes 19-20, a critcal range of 19-20 becomes 17-20, and a critcal range of 18-20 becomes 15-20. The power can be cast only on piercing, slashing weapons; or up to 50 projectiles (all of which must be in contact with each other at the time of casting). If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target.
Mind Trap
3rd-level Abjuration
- Manifesting Time: 1 reaction
- Range: Self
- Display: Auditory
- Duration: 1 round
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power or enchantment spell immediately loses 1d4 power points or spell slot of equal level to the spell cast. This power’s effect does not negate the power or spell that is currently being used against you.
Augment
For every additional power point you spend, this power’s duration increases by 1 round.
Psionic Blast
3rd-level Evocation
- Manifesting Time: 1 action
- Range: Self (30-foot cone)
- Display: Auditory
- Duration: Instantaneous
The air ripples with the force of your mental attack, which blasts the minds of all creatures in a 30-foot cone infront of you. Each creature in that area must succeed on a Intelligence saving throw or take 6d6 psychic damage and are stunned until the end of their next turn. A creature that succeeds on its saving throw takes half as much damage and isn't stunned.
Augment
For every 2 additional power points you spend, the duration of the stun effect increases by 1 round, but the creature may also repeat its saving throw at the end of its turn ending the effect on a success.
Telekinetic Force
3rd-level Transmutation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Concentration, up to 1 minute
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Intelligence saving throw. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength (Athletic) check, except that you apply your key ability modifier to the check instead of your Strength modifier.
Augment
For every additional power point you spend, the weight limit of the target increases by 25 pounds.
Telekinetic Thrust
3rd-level Evocation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Instantaneous
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range, each is no more than 10 feet away from another one, and have a total weight of less than 250 lb. Each object or creature can be hurled a maximum distance of 10 feet per level.
You make a ranged power attack for each item, object, or creature thrown to hit the target of the hurled items. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures can make a Intelligence saving throw to negate the effect, as those whose held possessions are targeted by this power.
If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Augment
For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.
Time Hop
3rd-level divination
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory and visual
- Duration: Instantaneous
You choose one One Medium or smaller creature, or one object weight 300 lb. or less within range. They must make an Intelligence Saving throw or be thrown forward in time a number of rounds equal to your Power Manifestation ability score. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. A creature may repeat its saving throw at the end of what would have been its turn, reappearing on a success.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Augment
You can augment this power in one or both of the following ways.
- For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
- For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
- For ever 2 additional power points you spend, this powers duration is increased by 1 and save DC is increased by 1.
Touchsight
3rd-level divination
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 10 minutes
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you granting Blindsight out to 60 feet.
Augment
For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.
Augment
For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.
Ubiquitous Vision
3rd-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 1 hour
You have metaphoric “eyes in the back of your head,” and on the sides and top as well. In effect, you have a 360-degree sphere of sight granting you benefits below:
- You cannot be suprised while the power is active
- You have advantage on Wisdom (Perception) checks that rely on sight.
- You have Darkvision out to a range of 120 feet.
Although you can close or avert your own eyes, you are never considered to be doing so while this power is active.
A light spell cast on you or a Daylight spell cast within 5 feet of you causes you to be Blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
4th-level powers
Aura Sight
4th-level Divination
- Manifesting Time: 1 action
- Range: Self (60-foot cone)
- Display: Visual
- Duration: Concentration, up to 10 minute
You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the psionic character. The amount of information revealed depends on how long you study a particular area.
1st Round
Presence of good and evil auras in the area. You can’t pin an aura to a particular object or individual at this stage; instead, you see a colored haze suffusing the area. (This power can detect lawful and chaotic auras as well, but doing so requires a separate manifestation that focuses only on that alignment axis.)
2nd Round
Number of auras (creatures, objects, powers, or spells) in the area. You know how many auras are in the area, even though each aura doesn’t resolve to its actual location quite yet.
3rd Round
The owner of each aura is revealed, unless the individual is outside your line of sight. If a creature whose aura you detect has 5 or more Hit Dice than you do, you are overwhelmed by its presence and dazed for 1 round, and the power ends.
Augment
For every 2 additional power points you spend, this power’s range increases by 5 feet.
Correspond
4th-level Divination
- Manifesting Time: 10 minutes
- Range: See text
- Display: Visual
- Duration: 1 minute
You forge a passive mental link with a creature with an Intelligence score of 6 or higher, with which you have previously had physical or mental contact. The target need not be within sight or even on the same plane as you are. The target recognizes you, and you can mentally communicate with it for the duration (though nothing forces the target to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, you must use an action to send a message.
Death Urge
4th-level Enchantment
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Mental
- Duration: 1 round
You choose one living creature in range and they must succeed on a Wisdom saving throw or you plant a hidden death-urge impulse in the target’s unconscious. On the target’s next turn, it looks for the quickest method to end its life and attempts to do so. The target takes no other action on its turn except attempting to harm itself.
If armed, the target attacks itself. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the target moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the target is unarmed and no enemy is nearby, the target simply does nothing at all. A target close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
This power has no effect on constructs or undead.
Augment
For every 4 additional power points you spend, this power’s save DC increases by 2 and its duration increases by 1 round.
Detect Remote Viewing
4th-level Divination
- Manifesting Time: 1 action
- Range: Self (40-foot radius)
- Display: Mental and visual
- Duration: 24 hours
You immediately become aware of any attempt to observe you by means of a scrying power or spell. The power’s effect radiates from you and moves as you move. 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 a Power Manifestation Ability roll against the remote viewers Power Save DC or Spell Save DC. 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.
Dimension Door, Psionic
4th-level conjuration
- Manifesting Time: 1 action
- Range: 500 feet
- Display: Visual
- Duration: Instantaneous
As the dimension door spell, except as noted here.
Augment
If you spend 6 additional power points, you can manifest this power as a bonus action.
Divination, Psionic
4th-level Divination
- Manifesting Time: 10 minutes
- Range: Self
- Display: Visual
- Duration: Instantaneous
As the divination spell, except as noted here.
Empathic Feedback
4th-level Necromancy
- Manifesting Time: 1 action
- Range: Self
- Display: Visual; see text
- Duration: 10 minutes
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker.
Augment
For every additional power point you spend, this power’s damage potential increases by 1 point.
Energy Adaptation
4th-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: Concentration, Up to 10 minutes
You have resistance to acid, cold, fire, lightning, and thunder damage. Additionally when you are hit by one of these damage types you can choose to radiate visible light that illuminates a 60-foot radius equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.
Augment
If you spend 4 additional power points, you can manifest this power as an reaction.
Freedom of Movement, Psionic
4th-level abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory
- Duration: 1 hour
As the freedom of movement spell, except as noted here.
Id Insinuation
4th-level Enchantment
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory
- Duration: Concentration, up to 1 minute
As the confusion spell, except as noted here.
Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the target is confused. Roll on the following table at the beginning of each of the target’s turns to see what the creature does in that round.
| d10 | Behavior |
|---|---|
| 1 | Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible). |
| 2 | Act normally. |
| 3-5 | Do nothing but babble incoherently. |
| 6-8 | Flee from manifester at top possible speed. |
| 9-10 | Attack nearest creature |
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Intellect Fortress
4th-level abjuration
- Manifesting Time: 1 reaction
- Range: Self (20-foot cone)
- Display: Auditory
- Duration: 1 round
Until the start of your next turn, you encase yourself and your allies in a shimmering fortress of telekinetic force that fills a 20-foot cube. While inside the area of the intellect fortress, you have resistance to acid, cold, fire, force, lightning, psychic, and thunder damage.
Augment
For every additional power point you spend, this power’s duration increases by 1 round.
Mindwipe
4th-level Enchantment
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory, mental, and visual
- Duration: Instantaneous
You choose a creature within range. That creature must succeed on a Intelligence saving throw or you partially wipe your victim’s mind of past experiences, bestowing one level of exhaustion upon it. Additionally if the target is a spellcaster or uses psionics, it loses its highest level spell slot or points equal to the cost of its highest power/spell.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.
Personality Parasite
4th-level Enchantment
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Auditory and visual
- Duration: up to 1 minute
You choose one Medium or smaller humanoid within range that must succeed on a Intelligence/Charisma saving throw or you briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power or casting a spell, in the same turn that the target takes its normal actions.
The parasitic personality manifests powers or spells using the target’s power point reserve and known powers; or a spellcasters spell slot, or spell points, but can only manifest powers or cast spells three or more levels lower than the highest level the target can normally manifest or cast. The parasitic personality actively attempts to manifest powers that negatively impact the target, using the highest-level powers possible (so as to deplete the target’s power point reserve), and the most deadly to the target. You do not have control over what the parasitic personality does, though it always works against the interest of the target.
The parasite can only cast spells that do not require somanic components
If the target has no powers or spells, the parasite can use the help action to help the targets nearest enemy.
Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it has advantage on the saving throw. On a fail, then this power ends and the creature is affected by the charm or compulsion effect.
The parasitic personality does not gain any advantages if the main personality is subjected to a haste or other such effects.
Power Leech
4th-level Necromancy
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory and visual
- Duration: Concentration, up to 1 minute
Your brow erupts with an arc of crackling dark energy that connects with any one psionic creature in range. The target must succeed an Intelligence saving throw or be drained it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum).
You must use your action to maintain concentration while the target of the drain remains in range or the power ends. If the target is drained to 0 power points, this power ends.
Telekinetic Maneuver
4th-level Abjuration
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Concentration, up to 1 minute
You can affect a creature within range by concentrating your mind upon its current status and the status you desire, once per round as a bonus action. You can perform a disarm (DMG p.271), a grapple, or to shove a creature. Resolve these attempts as normal, except that you use your Power Attack modifier in place of your Strength (Athletics) check or Dexterity (Acrobatics) check.
Augment For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving a disarm, a grapple, or shove a creature attempts.
Trace Teleport
4th-level Abjuration
- Manifesting Time: 1 action
- Range: Self (60-foot cone)
- Display: Visual
- Duration: Instantaneous
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 (and if you know the psionic teleport power), as if you had “seen casually” 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.
Augment If you spend 2 additional power points, this power’s range increases to 120 feet.
Wall of Ectoplasm
4th-level Conjuration
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Visual
- Duration: up to 10 minutes
You fashion a roiling wall of ectoplasm that is 60 feet long and 10 feet high,; or or a ringed wall up to 20 feet in diameter and 10 feet high The wall is 1 inch thick per four manifester levels and it cannot move once it is formed. Each 10-foot square of the wall has 10 hit points per inch of thickness and an AC of 12 with resistance to bludgeoning, slashing, and piercing damage. A section of the wall whose hit points drop to 0 is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 + 2 per inch of thickness.
Spells, powers, and breath weapons cannot pass through the wall in either direction (though they could damage it). It blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). The wall is opaque, so creatures have full cover from those on the other side of the wall.
The wall of ectoplasm must be continuous and unbroken when manifested. If its surface is interrupted by any object or creature, the power fails.
5th-level powers
Adapt Body
5th-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 24 hours
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. You have resistance to any environmental feature that normally directly deals 1 or more dice of damage.
Catapsi
5th-level Abjuration
- Manifesting Time: 1 action
- Range: Self (30-foot radius)
- Display: Mental and visual
- Duration: 1 minute
By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character succeeds on a Constitution saving throw each time they attempt to manifest a power. If two or more fields of catapsi overlap, the effects are not cumulative.
The limit on the number of power points a creature can spend on a power remains in effect; thus, a creature may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.
Augment
For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.
Ectoplasmic Shambler
5th-level Conjuration
- Manifesting Time: 1 action
- Range: 500 feet
- Display: Auditory, material, and olfactory; see text
- Duration: 10 minute
You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. While within the shambler the creature is blinded, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form.
A Creature that starts its turn enveloped by the shambler must make a Concentration check if they are concentrating on a spell and take 1 point of damage for every two manifester levels you had when you manifested the power. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell while inside the shambler.
A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.
Leech Field
5th-level Conjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Visual; see text
- Duration: 1 minute
You raise a field of potentiality that drains the vitality from powers (or spells) that you successfully save against. When you succeed on a saving throw enemie’s power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power (or a number equal to half of the spells slot) you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.
This power is effective against any power that targets a single creature and allows the target a saving throw, except those that are delivered by a melee or ranged attack (including a ray).
Augment
For every 2 additional power points you spend, this power’s duration increases by 1 minute.
Creation, Psionic
5th-level Conjuration
- Manifesting Time: 10 minutes
- Range: 60 feet
- Display: None
- Duration: See spell text
As the creation spell, except as noted here.
Plane Shift, Psionic
5th-level Conjuration
- Manifesting Time: 1 action
- Range: Touch
- Display: Visual
- Duration: Instantaneous
As the plane shift spell, except as noted here.
Power Resistance
5th-level Abjuration
- Manifesting Time: 1 action
- Range: Touch
- Display: Visual
- Duration: Concentration, up to 10 minutes
For the duration, the willing creature you touch has resistance to psychic damage and advantage on mind effecting abilities, power, and spells.
Psychic Crush
5th-level Evocation
- Manifesting Time: 1 action
- Range: Touch
- Display: Auditory
- Duration: Instantaneous
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target creature must make on an Intelligence saving throw. On a failure, the target takes 8d10 psychic damage and falls unconscious for 1 minute, until they take damage, or someone shakes or slap the sleeper awake. On a successful save, the target takes half as much damage and does not fall unconscious.
Augement
For every 2 additional power points you spend, this power’s damage increases by 1d10 points.
Shatter Mind Blank
5th-level Ajuration
- Manifesting Time: 1 action
- Range: Self (30-foot radius)
- Display: Olfactory
- Duration: Instantaneous
This power can negate a psionic mind blank or a personal mind blank affecting the target. The target must succeed on a Intelligence saving throw, or you shatter the mind blank ending the psionic mind blank or personal mind blank, allowing you to affect the target thereafter with mind-affecting powers.
Tower of Iron Will
5th-level Ajuration
- Manifesting Time: 1 reaction
- Range: Self (10-foot radius)
- Display: Auditory
- Duration: 1 round
You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area have advantage on saving throws against mind effecting abilities, powers, and spells such as frightful presence, fear, and charm person.
Augment For every additional power point you spend, this power’s duration increases by 1
True Seeing, Psionic
5th-level divination
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: 10 minutes
As the true seeing spell, except as noted here.
6th-level powers
Aura Alteration
6th-level Enchantment
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Material
- Duration: 1 hour or instantaneous; see text
You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a compulsion or charm effect from the subject.
Disguise
If you use this power to disguise the subject’s alignment and level, the power has a duration of 10 minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s apparent level up or down by a number equal to one-half your own level (rounded down) or less.
Remove Compulsion
If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas effect. It can also negate any charm and compulsion powers & spells of 6th level or lower, such as charm person or death urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting it against the original save DC, but at advantage.
Augment
You can augment this power in one or both of the following ways.
- For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
- If you spend 2 additional power points, the subject’s alignment shifts an additional step; if you spend 4 additional power points, the subject’s alignment changes to its opposite.
Breath of the Black Dragon
6th-level Evocation
- Manifesting Time: 1 action
- Range: Self (60-foot cone)
- Display: Visual
- Duration: Instantaneous
Your mouth spews forth vitriolic acid. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 12d6 acid damage on a failed save, or half as much on a successful one.
A creature killed by this spell disolves and becomes a puddle of acid.
Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.
Cloud Mind, Mass
6th-level Enchantment
- Manifesting Time: 1 action
- Range: 60 feet
- Display: None
- Duration: Instantaneous
As cloud mind, except as noted above. Each creature is affected individually.
Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.
Contingency, Psionic
6th-level Enchantment
- Manifesting Time: 10 minutes
- Range: Self
- Display: Olfactory
- Duration: 1 day
You can place another power upon your person so that it comes into effect under some condition you dictate when manifesting psionic contingency. The psionic contingency power and the companion power are manifest at the same time. The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the psionic contingency must be one that affects your person and be of a power level no higher than one-third your manifester level (rounded down, maximum 6th level).
The conditions needed to bring the power into effect must be clear, although they can be general. In all cases, the psionic contingency immediately brings into effect the companion power, the latter being “manifested” instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the power combination (psionic contingency and the companion power) may fail when called on.
You can use only one psionic contingency companion power at a time; if a second is manifested, the first one (if still active) is dismissed.
Co-Opt Concentration
6th-level Enchantment
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Mental
- Duration: Concentration, up to 1 minute
You choose a creature within range that is currently concentrating on a spell or power. That creature must suceed a Intelligence saving throw or you take over control of a power that was manifested by the target. Once you wrest control of the power from the subject, you have several options.
- Allow the power to function as normal.
- Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.
- Retarget the power on yourself (if a personal power).
- Choose not to concentrate on the co-opted power in the next round, ending the power at that point.
When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).
Disintegrate, Psionic
6th-level Transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory, material, and visual
- Duration: Instantaneous
As the disintegrate spell, except as noted here.
Augment
For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 4d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw.
Fuse Flesh
6th-level Transmutation
- Manifesting Time: 1 action
- Range: Touch
- Display: Visual
- Duration: up to 1 minute
You choose a target creature in range that must make a Constituion saving throw. On a fail, you cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such as fusing a swimming airbreathing subject, or a flying subject), the subject gets advantage on the save. Unless it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting powers.
If the target fails its Constitution saving throw to avoid the power's effect, the target must immediately attempt a second Constitution saving throw. On a fail, the creature’s eyes and ears fuse over, effectively blinding and deafening it.
Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a shapechanger can revert to its unfused form as a standard action.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.
Remote View Trap
6th-level Divination
- Manifesting Time: 1 action
- Range: Self
- Display: Mental and visual
- Duration: 24 hours
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. The scryer must make a Intelligence saving throw. On a failed save, you are undetected. Moreover, the would-be observer takes 8d6 points of lighting damage. On a successful save the scryer, takes only half damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer’s location. It is possible that you might recognize the quasireal viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).
Retrieve
6th-level Transmutation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Instantaneous
You automatically teleport an item, weighing up to 10 lb. that you can hold or carry you can see within range directly to your hand. If the object is in the possession of a creature, they must succeed on a Wisdom saving throw or it comes to your hand.
Augment For every additional power point you spend, the weight limit of the target increases by 10 pounds.
Suspend Life
6th-level Evocation
- Manifesting Time: 1 action
- Range: Self
- Display: Olfactory
- Duration: Permanent unless ended or dismissed; see text
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.
While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.
If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds later.
Temporal Acceleration
6th-level Transmutation
- Manifesting Time: 1 bonus action
- Range: Self
- Display: None
- Duration: 1 round (in apparent time); see text
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.
While your temporal acceleration is in effect, you cannot use bonus actions or reactions.
Other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.
You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.
While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you.
When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are stunned for 1 round upon your return to the standard time frame.
Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame).
Augment
For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round.
7th-level powers
Decerebrate
7th-level Transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Mental
- Duration: Instantaneous
You choose a creature within range to make an Intelligence saving throw. On a fail, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The target becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature gains 1 level of exhaustion each day there after until death.
This power has no effect on contructs or undead.
Divert Teleport
7th-level Conjuration
- Manifesting Time: 1 reaction
- Range: 120 feet
- Display: Visual
- Duration: Instantaneous
Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area.
You can divert the destination of both incoming and outgoing teleportations, psionic and magical. The teleporting creature can make a Wisdom saving throw to foil the diversion on a successful save.
For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.
Energy Conversion
7th-level Transmutation
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Visual
- Duration: Concentration, up to 10 minutes
You have resistance to acid, cold, fire, lightning, and thunder damage. All damage you resist with this power is stored in your body. As an action you can make a range power attack against a creature within 60 feet of you. On a hit you deal damage equal to the amount you have stored as force damage.
Energy Wave
7th-level Transmutation
- Manifesting Time: 1 action
- Range: Self (60ft cone)
- Display: Auditory
- Duration: Instantaneous
Upon manifesting this power, you choose cold, fire, lightning, or thunder. You create a flood of energy of the chosen type out of unstable ectoplasm in a 60-foot cone infront of you. Each creature in that area, must make on a Dexterity saving throw, taking 12d6 damage of the choosen energy type on a failed save or half as much on a successful one.
Evade Burst
7th-level Conjuration
- Manifesting Time: 1 reaction
- Range: Self
- Display: Material
- Duration: Instantaneous
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. You can manifest this power after you make a Dexterity saving throw. If you succeeded on the save you and would normally take half damage from an effect, you instead take no damage.
Augment
If you spend 4 additional power points, you take only half damage on a failed Dexterity saving throw.
Insanity
7th-level Enchantment
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Mental
- Duration: Instantaneous
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. You target one creature within range that must suceed on a Wisdom saving throw when you manifest this power or be affected by it.
An affected target is permanently confused, 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 | Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible). |
| 2 | Act normally. |
| 3-5 | Do nothing but babble incoherently. |
| 6-8 | Flee from manifester at top possible speed. |
| 9-10 | Attack nearest creature |
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Mind Blank, Personal
7th-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Olfactory
- Duration: 1 day
You are protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers and spells with the mind-affecting or scrying descriptors. Mind blank even foils reality revision, and wish when they are used in such a way as to affect your mind or to gain information about you. In the case of remote viewing or scrying that scans an area you are in, the effect works but you simply aren’t detected. Remote viewing (scrying) attempts that are targeted specifically at you do not work at all.
Moment of Prescience
7th-level Divination
- Manifesting Time: 1 action
- Range: Self
- Display: Visual
- Duration: up to 1 minute
This power grants you a powerful sixth sense in relation to yourself. Once during the power’s duration, you may choose to use its effect. This power grants you a bonus equal to half your manifester level on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the bonus to your AC against a single attack. Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the power ends.
You can’t have more than one moment of prescience active on you at the same time.
Oak Body
7th-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory
- Duration: 10 minutes
This power transforms your body into living oak, which grants you several advantages.
- You gain resistance to bludgeoning, cold, and piercing damage.
- You become vulnerable to fire damage.
- You are immune to being blinded, deafened, poisoned, stunned and immunity against attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect.
- You have advantage on Strength checks and saving throws, but disadvantage on Dexterity checks and saving throws.
- Your unarmed attacks deal 1d6 bludgeoning damage and you deal double damage to objects or structures when making an unarmed attack.
Augment
For every additional power point you spend, this power’s duration increases by 1 minute.
Phase Door, Psionic
7th-level Conjuration
- Manifesting Time: 1 action
- Range: Touch
- Display: Visual
- Duration: One usage per two manifester levels when manifested
You create an ethereal passage through wooden, plaster, or stone walls, but not other materials; that is 8 feet tall by 5 feet wide and 10 feet + 5 ft. deep per 3 manifester levels. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the power can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.
A phase door is subject to dispel magic or dispel psionics. If anyone is within the passage when it is dispelled, they are harmlessly ejected to the nearest end of the passage.
You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Sequester
7th-level Abjuration
- Manifesting Time: 1 action
- Range: Touch
- Display: none
- Duration: 1 day
When manifested, this power not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.
If you try to manifest this power on an unwilling creature, that creature must succeed a Wisdom saving throw, or fall under the effects of the power.
Ultrablast
7th-level Evocation
- Manifesting Time: 1 action
- Range: Self (15-foot radius)
- Display: Auditory; see text
- Duration: Instantaneous
You “grumble” psychically (which both psionic and nonpsionic creatures can detect), then release a horrid shriek from your subconscious that disrupts the brains of all enemies in a 15-foot radius around you. Each enemy in that area must make a Wisdom saving throw, taking 45 (13d6) psychic damage on a failed save or half as much on a successful one.
Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.
8th-level powers
Bend Reality
8th-level Transmutation
- Manifesting Time: 1 action
- Range: See text
- Display: Visual
- Duration: See text
Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the following:
- Duplicate any psion power of 6th level or lower, provided the power is not of a discipline prohibited to you.
- Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline prohibited to you.
- Duplicate any psion power of 5th level or lower, even if it’s of a prohibited discipline.
- Duplicate any other power (but not a spell) of 4th level or lower, even if it’s of a prohibited discipline.
- Undo the harmful effects of many powers, such as psionic dominate, geas/quest, or insanity.
- Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or disadvantage on its next saving throw.
A duplicated power allows saving throws and power resistance as normal.
Iron Body, Psionic
8th-level Transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory
- Duration: 10 minutes
This power transforms your body into living iron, which grants you several powerful resistances and abilities.
Regardless of the armor you are wearing, your armor class cannot be reduced below 18 while the power lasts.
You gain immunity to lightning and poison damage. You gain resistance to acid, fire, bludgeoning, piercing, and slashing damage. You cannot be critically hit. You are immune to being blinded, deafened, diseased, or stunned. however you are vulnerable to any attack that deals extra damage to constructs.
You have advantage on Strength Checks and Strength Saving Throws, but disadvantage on Dexterity Checks and Dexterity Saving throws. While this power is active your speed is reduced by half.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the power duration expires.
Matter Manipulation
8th-level Transmutation
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory and mental
- Duration: Instantaneous
You can weaken or strengthen the substance of an object or structure. You can affect both mundane and magical inanimate material. Weakening an object’s substance decreases its armor class and hit points, and strengthening it increases its armor class and hit points. You can increase or decrease an object’s armor class by up to 5 from its original armor class. When the armor class increases, the object (or portion of an object) gains 3 hit points for every point it is increased by. When armor class decreases, the object (or portion of an object) loses 2 hit points for every point its armor class is decreased by (to a minimum of 1 hit point per inch of thickness).
This power has no effect on objects that do not have a hit point value. Such as armor or weapons.
Mind Blank, Psionic
8th-level Abjuration
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Olfactory
- Duration: 1 day
The target is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers and spells with the mind-affecting or scrying descriptors. Mind blank even foils reality revision, and wish when they are used in such a way as to affect the target’s mind or to gain information about it. In the case of remote viewing or scrying that scans an area the target is in, the effect works but the target simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the target do not work at all.
Recall Death
8th-level Necromancy
- Manifesting Time: 1 action
- Range: 120 feet
- Display: Material
- Duration: Instantaneous
As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the creature you choose has 100 hit points or fewer, it must succeed a Constitution saving throw or die. On a successful save, or if the creature has more than 100 hit points, the creature takes 18 (5d6) psychic damage.
Shadow Body
8th-level transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Auditory
- Duration: 10 minutes
Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light.
You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids—even up the face of a waterfall. Your space does not change, so you cannot move into locations you would not normally be able to move into.
While in your shadow body, you gain darkvision out to 60 feet resistance to acid, fire, lightning damage. In addition to resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You cannot be critically hit, diseased, drowned, or poisoned.
While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas.
You cannot harm anyone physically or manipulate any objects, but you can use your powers normally. Doing so may attract notice, but if you remain in a shadowed area, you have advantage on your Dexterity (stealth) checks to remain unnoticed.
Teleport, Psionic
8th-level conjuration
- Manifesting Time: 1 action
- Range: 10 feet
- Display: none
- Duration: Instantaneous
As the teleport spell, except as noted here.
True Metabolism
8th-level conjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material
- Duration: 10 minutes
You are difficult to kill while this power persists. You automatically heal 10 hit points at the start of your turn for the duration of the power.
This power is not effective against damage from starvation, thirst, or suffocation. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose.
True Metabolism
8th-level transmutation
- Manifesting Time: 1 action
- Range: Self
- Display: Material
- Duration: 10 minutes
You are difficult to kill while this power persists. You automatically heal 10 hit points at the start of your turn for the duration of the power.
This power is not effective against damage from starvation, thirst, or suffocation. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose.
9th level-powers
Affinity Field
9th-level Transmutation
- Manifesting Time: 1 action
- Range: Self (20-foot radius)
- Display: Material and visual
- Duration: up to 1 minute
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage as you do and heal all wounds as you do. Hit points gained or lost persist after this power ends.
Creatures in range are also subject to spell and psionic effects of 3rd level or lower, such as charm person or elf sight, that you are the target of. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if they were the designated target. All magical and psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.
You may end this power early as a bonus action.
Apopsi
9th-level Enchantment
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Auditory, material, and visual
- Duration: Instantaneous
You target one creature within range that must succeed on a Intelligence saving throw. On a fail, you cause the target to forget 1d4 prepared powers from the subject’s mind. You specify the level of each power, and the game master randomly determines which of the target’s powers is actually deleted. The creature regains the ability to prepare the power after 1 week.
Assimilate
9th-level Necromancy
- Manifesting Time: 1 action
- Range: Touch
- Display: Auditory and visual
- Duration: Instantaneous
Your pointing finger turns black as obsidian. A creature touched by you must succeed on a Constitution saving throw or it is partially assimilated into your form and takes 70 (20d6) points of damage. Any creature reduced to 0 hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature’s equipment is unaffected.
A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.
A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour. You gain some semblance of a creature you completely assimilate for 1 hour, granting you advantage on Charisma (deception) checks made to appear as that creature during that time.
Etherealness, Psionic
9th-level Transmutation
- Manifesting Time: 1 action
- Range: Touch
- Display: Auditory and visual
- Duration: up to 10 minutes
You and up to 6 other willing creatures joined by linked hands (along with their equipment) become ethereal. Once ethereal, the creatures need not stay together. For the duration of the power, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
You may end this power early as a bonus action.
Microcosm
9th-level Enchantment
- Manifesting Time: 1 action
- Range: 60 feet
- Display: Material
- Duration: Instantaneous
This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power’s area.
Single Target
If microcosm targets a single creature, that creature’s senses are pinched off from the real world if it currently has 100 or fewer hit points. 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. The subject lives within its own made-up world until the time of its actual death. Otherwise, the spell has no effect.
Area Effect
Microcosm is manifests in a location you specify, All creatures within a 15-foot radius of that location are sent into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first.
Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects (such as miracle or wish) can undo the mental crosswiring that this power brings about.
Augment
For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10.
Reality Revision
9th-level Conjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Mental
- Duration: Instantaneous
As bend reality, but with more farreaching effects. A reality revision can produce any one of the following effects.
- Duplicate any psion power of 8th level or lower, provided the power is not prohibited to you.
- Duplicate any other power (but not a spell) of 6th level or lower, such as a psychic warrior power.
- Duplicate any psion power of 7th level or lower even if it’s a power prohibited to you.
- Undo the harmful effects of many other powers, such as microcosm, geas/quest, or insanity.
- Create a nonpsionic item of up to 25,000 gp in value.
- Create a psionic item, or add to the powers of an existing psionic item (see XP cost below).
- Remove injuries and afflictions. A single reality revision can aid one creature per manifester level, and all subjects are cured of the same kind of affliction.
- Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision, one to recreate the body and another to infuse the body with life again. Reality revision cannot prevent a character who is brought back to life from losing a level.
- Transport travelers. This power can lift one creature per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.
- Undo misfortune. Reality revision can undo a single recent event. Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.
You can try to use reality revision to produce more powerful effects than these, but doing so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.
Duplicated powers allow saves and power resistance as normal.
The stress of manifesting this power to produce any effect other than duplicating another power weakens you. After enduring that stress, each time you Manifest a Power until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend Resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to manifest reality revision ever again if you suffer this stress.
Timeless Body
9th-level Abjuration
- Manifesting Time: 1 action
- Range: Self
- Display: Material
- Duration: Instantaneous
Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers.
This power cannot be quickened.

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Thank you for taking the time to look at my version of the Wilder made for 5th edition. In this version I did my best to keep the wilder closer to what it once was in 3.5 instead of converting it over to a mystic style class with disciplines. I hope you choose to play this class and when you do please feel free to let me know how it worked out for you. Below you can find the links for the Art I used. Most of it has been edited in some minor way to fit with the style of the book.
If you want to see more of what I do feel free to check me out on Reddit /u/Amellwind or you can find me on twitch.tv/Amellwind
Art: Cover art, Page 3, Chaotic Surge, Efficient Surge, Free Surge, Healing Surge, Infusion Surge, Leader Surge, Pain Surge, Rage Surge, Student Surge, Warrior Surge, Wild Surge Table, Back Cover