Psionic

by njk639

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The Psionic
5E/UA/EG Homebrew

Psionic

Calling upon her training and discipline to steel herself, the SPECIES shifts her stance and gazes ahead of her. Her vision sharpens to see the different shapes and lines made up of millions of paths of energy between herself and her target, all of which are conduits for her psychic power. She summons her inner energies, harnessing them into her fist. She smiles as she unleashes the energy upon its chosen path to vanquish her foe. Wielders of psionic power use their inner focus and sheer force of will to manipulate the energies stored within the minds of each living thing. Psionics can see and translate the pathways of the mind and body and can use those connections as conduits for psychic ability. Those with this power have also been referred to as psychics, psionics, and psions, among other names across different cultures.

Focused and Determined

Psionics possess a supersensory view of the universe, able to see the immaterial connection between all things in the universe. With constant training, focus, meditation, and exercise, both their body and mind become in sync with each other as well as with the psychic energies around them.

A Curse or Gift?

For many species, psionic powers originally manifested in the wake of their first interstellar flights. Later biophysicists speculated that something about the exposure to metadimensional energies incurred in FTL travel changed these spacers, altering genomes in a way that changed their eventual offspring. While this theory was never completely proven, it was demonstrated that psionic powers are far more prevalent in people who were descended of starfaring ancestors. In most spacefaring species about one in ten thousand children are born with psychic aptitude, while pre-flight civilizations demonstrate only a tenth of that incidence.

In human society, psychic abilities initially seemed to be a congenital curse, one known as “Metadimensional Extroversion Syndrome”, or MES. Children manifested MES in puberty or early adulthood, after certain critical stages of brain development opened a channel between their minds and the churning maelstrom of energies that boiled in metadimensional space. By a conscious or unconscious act of will, they could release these energies in various forms. Even so, the passage of unmediated metadimensional force through unprotected neural tissue almost invariably caused brain damage. Repeated use of these abilities caused crippling disability, death, or madness. Most psychics were dead within a few years after manifesting. A few were able to control their powers sufficiently to prevent accidental discharges, but safe, controlled use of these abilities was unknown.

Creating a Psionic

When you create your psionic, consider your connection with the world around you. Are you able to see and influence the thoughts and feelings of others? Can you manipulate and move matter with your mind? Can you alter the molecular structure of other objects, or perhaps even that of your own body? How did you come upon this power and how does it relate to your life experiences?

Quick Build

You can make a psion quickly by following these suggestions: Make Intelligence your highest ability score, followed by Dexterity or Constitution.

The Psionic
Level Proficiency Bonus Features Prime Talents Known Psionic Disciplines Known Psi Points Psi Limit
1st +2 Psionics, Psionic Specialization, Psionic Specialty Bonus Discipline, Telepathy 1 1 4 2
2nd +2 Psionic Recovery 1 2 6 2
3rd +2 Psionic Specialty feature, Psionic Specialty Bonus Discipline 2 2 14 3
4th +2 Ability Score Improvement, Strength of Mind 2 2 17 3
5th +3 Psionic Specialty Bonus Discipline 2 2 27 5
6th +3 Psionic Specialty feature 2 2 32 5
7th +3 2 3 38 6
8th +3 Ability Score Improvement, Potent Psionics 2 3 44 6
9th +4 2 4 57 7
10th +4 Torching 3 4 64 7
11th +4 Psionic Mastery (1/day) 3 4 64 7
12th +4 Ability Score Improvement 3 5 64 7
13th +5 Psionic Mastery (2/day) 3 5 64 7
14th +5 Psionic Specialty feature, Potent Psionics 3 6 64 7
15th +5 Psionic Mastery (3/day) 3 6 64 7
16th +5 Ability Score Improvement 3 6 64 7
17th +6 Psionic Mastery (4/day) 4 6 64 7
18th +6 4 7 71 7
19th +6 Ability Score Improvement 4 7 71 7
20th +6 Psionic Body 4 7 71 7

Class Features

As a Psionic, you gain the following class features

Hit Points

  • Hit Dice: 1d6 per Psionic level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Astrophysics, Lore, Insight, Persuasion, Medicine, Xenobiology, Perception,.

Equipment

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

  • (a) a spear or (b) a metal baton
  • (a) an armor jacket or (b) an infiltration suit
  • (a) a light pistol with 20 rounds of ammunition or (b) any simple weapon
  • (a) an agent's pack or (b) an explorer's pack

Channeling

As a natural-born esper with substantial psionic powers, you can master and use prime talents and disciplines, the rules for which appear at the end of this document.

Prime Talents

A prime talent is a minor psionic effect you have mastered. At 1st level, you know one prime talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Psion table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.

Psionic Disciplines

A psionic discipline is a set of related esper powers abilities that a psionic can draw upon. A psion masters only a few disciplines at a time. At 1st level, you know two psionic disciplines of your choice.

The Disciplines Known column of the Psion table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. In addition, you learn a bonus discipline based on your Psionic Specialization at 1st, 3rd, and 5th level.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A prime talent requires no psi points.

The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline.

The limit is based on your psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. However, certain psychic focuses may require additional time to activate. The benefit lasts until you are incapacitated or until you choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability

Intelligence is your psionic ability score. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

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

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Telepathy

At 1st level, your mind awakens to the ability to communicate via telepathy.

You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Psionic Specialization

At 1st level, you choose a psionic specialization: Biopsionics, Empathy, Kinetics, Metaphysics: Extrasensory Perception, Metaphysics: Teleportation, or Telepathy. Each of these is detailed at the end of the class description. Each specialization emphasizes a different approach to psionics. Your specialization gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Psionic Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment the mind and body. This understanding allows you to alter your defenses to better deal with different threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics

Starting at 8th level, you add your psionic ability modifier to any damage roll you make for a prime talent.

Starting at 14th level, if creature would take no damage from a prime talent on a successful save, they instead take damage equal to half the damage dice, not including your psionic ability modifier.

Torching

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. As a result, your current hit points and hit point maximum are both reduced by the number of psi points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

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

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can't use it again until you finish a long rest. Additionally, you gain one level of System Strain that lasts until your second long rest has been completed.

Psionic Mastery

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them.

Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

Psionic Body

At 20th level, your honed psionics have enlightened your mind, reaching heights unimaginable by others. Your Intelligence score increases by 4. Your maximum Intelligence score is now 24.

Psionic Specialization

Each psionic is particularly skilled with a particular aspect of their psionic abilities. This specialization may represent innate congential predisposition, training over many years of practice, or a combination thereof.

Regardless of how your psionic came to focus on their unique skills, they are substantially stronger at utilizing disciplines of that specialization and are more deeply devoted to these disciplines than other psionics.

Biopsionics Specialization

Biopsionics use psionic energy to augment and modify the physical form. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.

Bonus Disciplines

At 1st level and again at 3rd and 5th level, you learn one additional psionic disciplines of your choice. They must be chosen from among the Biopsionic disciplines.

Heightened Durability

Starting at 1st level, your hit point maximum increases by 1 per Psionic level. In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

Biopsionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest You can't use this feature if you can't use your psychic focus.

Strength of Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.

Empathy Specialization

Empaths specialize in the world of emotions, mastering this portion of the sentient mind to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay.

Empaths in society vary from tyrants to inspiring leaders who are loved by their followers. They can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

Bonus Disciplines

At 1st level and again at 3rd and 5th level, you learn one additional psionic disciplines of your choice. They must be chosen from among the Empathy disciplines.

Armor Training

At 1st level, you gain proficiency with medium armor and shields.

Inspiring Aura

Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.

Galvanizing Aura

Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.

Stimulating Aura

Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.

Metaphysics Specialization: Extrasensory Perception

Psionics who focus in metaphysical abilities involving extrasensory perception are often known as seers. Seers who take to adventuring excel at unraveling mysteries and solving puzzles.

Bonus Disciplines

At 1st level and again at 3rd and 5th level, you learn one additional psionic disciplines of your choice. They must be chosen from among the Metaphysical disciplines.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Psionic Investigation

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.

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

Additionally, you can embed an intangible psionic sensor within the object For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Portent

Starting at 6th level, glimpses of the future begin to press in on your awareness.

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these Portent rolls, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest. You can't use this feature if you can't use your psychic focus.

You must choose to use this feature before the roll, and you can replace a roll in this way only once per long rest. When you finish a long rest, you lose any unused Portent rolls.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Each day you may use your Portent feature twice before expending your psychic focus; however, each Portant roll can be used only once.

Metaphysics Specialization: Extradimensional

Psionics who focus in metaphysical abilities involving extradimensional powers, delight in travel, exploration, and discovery. They are hypermobile assailants that are nearly impossible to pin down.

Bonus Disciplines

At 1st level and again at 3rd and 5th level, you learn one additional psionic disciplines of your choice. They must be chosen from among the Metaphysical disciplines.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.

Hyper-mobility

At 14th level, pick between either Effortless Journey or Spectral Form.

Effortless Journey

You gain the ability teleport short distances effortlessly. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Spectral Form

You gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest. You can't use this feature if you can't use your psychic focus.

While in this form, you have resistance to all damage, move at half speed, and can pass through all objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can't use it again until you finish a long rest.

Kinetic Specialization

Kineticists cast their minds into the world, seize control of its fundamental principles and rebuild it. In practical terms, Kineticists excel at controlling the forces of the natural world. They can hurl objects with their minds, control the distribution of energy, and alter spacetime to fit their desires.

Bonus Disciplines

At 1st level and again at 3rd and 5th level, you learn one additional psionic disciplines of your choice. They must be chosen from among the Kinetic disciplines.

Hermit's Study

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Devastating Assault

Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. If the creature is immune to this type of damage, you can spend 2 psi points to make it resistant instead. You can't spend these points if doing so would increase the discipline's cost above your psi limit.

Precision

Starting at 6th level, you can create pockets of relative safety within the effects of your psionic powers. When you use a talent or discipline that affects other creatures that you can see, you can choose a number of them equal to 1 + the number of psi points spent. The chosen creatures automatically succeed on their saving throws, and they take no damage if they would normally take half damage on a successful

Improved Shielding

Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

Telepathy Specialization

Telepaths focus on pure intellect and mental energy. Telepaths are skilled at bending minds and unleashing devastating psionic attacks.

Bonus Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Telepathy disciplines. At 3rd level, you learn one additional discipline from the Telepathy disciplines.

Stolen Knowledge

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Alter Memories

Starting at 3rd level, you gain the ability to make a creature unaware of your psychic influence on it. When you use a Telepathy discipline to charm one or more creatures, you can alter the creature's understanding so that it remains unaware of being charmed.

Additionally, once before the effect expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Psionic Discipline save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of the discipline.

Psionic Surge

Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest You can't use this feature if you can't use your psychic focus.

Split Psyche

Starting at 14th level, when you spend 1 or more psi points on a psionic discipline to target only a single creature, you can have it target a second creature for one additional psi point as long as it does not exceed your psi limit.

Psionic Disciplines and Talents

Prime talents and disciplines are the heart of a mystic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects. Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a mystic can learn any discipline regardless of its associated order.

Using a Discipline

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

Psychic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.

Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.

Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.

Each option notes specific information about its effect, including any action required to use it and its range.

Duration

An effect option in a discipline specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted with "conc." after the option's psi point cost. The "cone notation is followed by the maximum duration of the concentration. For example, if an option says "conc., 1 min.," you can concentrate on its effect for up to 1 minute.

Saving Throws and Attack Rolls

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

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap. Psionics and other characters’ non-psionic abilities can have overlapping effects.

Psionic Disciplines by Specialization

Each Psionic Discipline is associated with a Psionic Specialization. The following list organizes the disciplines by those specializations.

Biopsionic Specialization

Adaptive Body
Alter Chemistry
Celerity
Chameleon
Psionic Assistance
Psionic Juggernaut
Psionic Restoration
Shielding

Empathic Specialization

Courage
Despair
Disgust
Fear
Fury
Inspiration
Joy
Rage

Kinetic Specializations

Electrokinesis
Enthalpy
Gravitational Control
Pyrokinesis
Telekinesis

Metaphysical Specialization

Nomadic Mind
Phase Shift
Precognition
Precognitive Combat
Teleportation
Third Eye

Telepathic Specialization

Aura Sight
Intellect Fortress
Manipulate
Psychic Assault
Psychic Disruption
Psychic Inquisition
Psychic Phantoms
Telepathic Contact

Discipline Descriptions

The psionic disciplines are presented here in alphabetized order grouped by their specializations.

Adaptive Body

Biopsionic Discipline


You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

Psychic Focus. While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or heat damage) for the next hour.

Adaptive Shielding (3 psi). When you take acid, cold, heat, electricity, radiation, or concussive damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.

Energy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, heat, electricity, radiation, or concussive damage (your choice), which lasts until your concentration ends.

Energy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, heat, electricity, radiation, or concussive damage (your choice), which lasts until your concentration ends.

Alter Chemistry

Biopsionic Discipline


You can manipulate chemistry on a fine scale to attack foes or improve your physiology.

Psychic Focus. While focused on this discipline, you have resistance to acid and poison damage.

Toxify (1-7 psi). As an action, you attempt to negatively alter the physiology of a creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn't poisoned. Alternatively, you can attempt to chemically corrode a target, substituting the poison damage for acid damage with no poison condition.

Mass Toxify (7 psi). As an action, you attempt to negatively alter the physiology of multiple creatures in a 90-foot cone in front of you. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. Alternatively, you can attempt to chemically corrode these same targets, substituting the poison damage for acid damage.

Accelerated Healing (1-7 psi). You accelerate your healing. When you use this ability, as bonus action you can spend can 1d6 of healing per round for a number of rounds equal to the number of psi points you spent. You may forgo this healing to perform a different bonus action that round, but you lose that round of healing.

Alter Physiology. As a bonus action, you alter your physiology to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.


Slow Metabolism (2 psi). If breathable gasses surround you in any concentration greater than that found in the vacuum of space, you may extend a single breath for up to an hour. Speaking will expend this breath. You may spend an additional psi point up to your psi limit to extend this breath up to one additional hour or allow you six seconds of speech.


Adhesion (2 psi). You imbue your appendages with significant Van der Waals forces, granting you a climbing speed equal to your walking speed.


Heightened Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.

Celerity

Biopsionic Discipline


You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psychic Focus. While focused on this discipline, your walking speed increases by 10 feet.

Rapid Step (1-7 psi). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense (2 psi). As a bonus action, you take the Dodge action.

Blur of Motion (2 psi). As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed (2 psi). As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action (5 psi). As a bonus action, you can Dash or make one weapon attack.

Chameleon

Biopsionic Discipline


You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.

Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Chameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 min.). As a bonus action, you cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Enduring Invisibility (7 psi; conc., 1 min.). As a bonus action, you turn invisible and remain so until your concentration ends.

Psionic Assistance

Biopsionic Discipline


You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.

Brute Strike (1-7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back (1-7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.

Mighty Leap (1-7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.

Feat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

Psionic Juggernaut

Biopsionic Discipline


You infuse yourself with psionic energy to bolster your strength and durability.

Psychic Focus. While focused on this discipline, your reach increases by 5 feet.

Juggernaut (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet.

Greater Juggernaut (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet.

Psionic Restoration

Biopsionic Discipline


You wield psionic energy to cure wounds and restore health to yourself and others.

Psychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Mend Wounds (1-7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.

Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

Shielding

Biopsionic Discipline


You shield yourself, allowing you to withstand attacks that would cripple weaker creatures.

Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.

Reactive Shield (1-7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Lesser Kinetic Barrier (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Greater Kinetic Barrier (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

Courage

Empathatetic Discipline


You focus your mind on courage, radiating confidence and bravado to your allies.

Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.

Aura of Victory (1-7 psi; conc, 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.

Pillar of Confidence (6 psi; conc., 1 min.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.

Despair

Empathatetic Discipline


You have learned to harvest seeds of despair in a creature's psyche, wracking it with self-doubt and inaction.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Sorrow (1-7 psi). As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can't take reactions until the start of its next turn. On a successful save, it takes half as much damage.

Call to Inaction (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Visions of Despair (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.

Distressed Mind (5 psi; conc., 1 min.). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Disgust

Empathatetic Discipline


You cause a creature to be flooded with emotions of disgust.

Psychic Focus. While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn't immune to being frightened.

Eye of Horror (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can't move closer to you until the end of its next turn. On a successful save, it takes half as much damage.

Wall of Repulsion (3 psi; conc., 10 min.). As an action, you create an invisible, insubstantial wall of psychic energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can't move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.

Visions of Disgust (5 psi; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.

World of Horror (7 psi; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target's speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fear

Empathatetic Discipline


You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Incite Fear (2 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can't see you, it can repeat the saving throw, ending the effect on itself on a success.

Unsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.

Incite Panic (5 psi; conc., 1 min.). As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target's turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.

Fury

Empathatetic Discipline


You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.

Psychic Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.

Incite Fury (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.

Mindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.

Aura of Bloodletting (3 psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. You can exclude creatures from this effect by spending 1 psi point per creature. You cannot exceed your psi limit when using this feature.

Overwhelming Fury (5 psi; conc., 1 min.). As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Inspiration

Empathatetic Discipline


You exert an aura of trust and authority, enhancing the coordination among your allies.

Psychic Focus. While focused on this discipline, when you end your turn and didn't move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn't be incapacitated.

Coordinated Movement (2 psi). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.

Commander's Sight (2 psi; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.

Command to Strike (3 psi). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.

Strategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.

Overwhelming Attack (7 psi). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.

Joy

Empathatetic Discipline


You tap into the joy within you, radiating it outward in soothing psychic energy that brings hope and comfort to creatures around you.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

Soothing Presence (1-7 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.

Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.

Aura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.

Beacon of Recovery (5 psi). As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns.

Rage

Empathatetic Discipline


You place a mote of pure fury within a creature's mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.

Psychic Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

Primal Fury (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.

Fighting Words (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons/powers against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Mindless Courage (2 psi). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can't willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.

Punishing Fury (5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

Electrokinesis

Kinetic Discipline


You manipulate the electromagnetic force around you to produce devastating attacks.

Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.

Electrical Arc (1-7 psi). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of electricity. The target must make a Dexterity saving throw, with disadvantage if it's wearing heavy armor. The target takes 1d8 electricity damage per psi point spent on a failed save, or half as much damage on a successful one.

Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 electricity damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability's damage by 1d6 per additional psi point spent on it.

Electric Fence (6 psi; conc., 10 min.). You create a supercharged strip on a solid surface within range. You can make this strip up to 60 feet long and 1 inch thick, or a ringed pattern up to 20 feet in diameter and 1 foot thick. The pattern vanishes when your concentration ends.

When the effect appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 2d10 lightning damage, and it is stunned for 1 minute. On a successful save, it takes half as much damage and isn’t stunned. This effect also applies to creatures who enter the area for the first time on a turn, and those who end their turn in the area. A stunned creature can make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success.

Creatures stunned by this ability who end their turn in the wall’s area take 2d10 lightning damage.

Electromagnetic Shield (6 psi; conc., 1 min.). As a bonus action, you form a protective electromagnetic shield granting you resistance to bludgeoning, piercing, and slashing damage from metallic projectiles and weapons, which lasts until your concentration ends. You may spend 1 additional psi point to cast this ability on an ally instead.

Electron Burst (7 psi). As an action, choose a point you can see within 60 feet of you. Electricity crackles in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 4d6 electricity damage and 4d6 concussive damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Enthalpy

Kinetic Discipline


You manipulate the atoms and molecules around you to such a fine extent that you can slow them down to produce extreme cold and frost.

Psychic Focus. While focused on this discipline, you have resistance to cold damage.

Ice Spike (1-7 psi). As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.

Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.

Frozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.

Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect's save DC. You can increase this effect's damage by 1d6 per each additional psi point spent on it.

Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.

Gravitational Control

Kinetic Discipline


You manipulate the forces of gravity to distort and redirect matter through space.

Psychic Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

Anti-gravity Leap (1-7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent If you end this flight in the air, you fall unless something else holds you aloft.

Graviton Beam (1-7 psi). As an action, you create a line of gravitons that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 force damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Spacetime Distortion (3 psi; conc., 10 min.). As a bonus action, you distort the light around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Anti-gravity Flight (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.

Graviton Shield (6 psi; conc., 1 min.). As an action, you compress space around you, forming an imperceptible shield until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can't take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.

Gravity Well (7 psi; conc., 1 min.). As an action, choose a creature that you can see within 90 feet. The target must succeed on a Strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the effect ends on the target.

Pyrokinesis

Kinetic Discipline


You manipulate the atoms and molecules around you to such a fine extent that you can speed them up to create extreme heat and fire.

Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

Combustion (1-7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame (3 psi; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.

Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.

Fire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.

Animate Fire (7 psi; conc., 1 hr.). As an action, you cause a fiery manifestation to appear in an unoccupied space you can see within 120 feet of you. The manifestation lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the manifestation disappears. See below for its stat block.

Telekinesis

Kinetic Discipline


As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual.

Psychic Focus. While focused on this discipline, you have advantage on Strength checks.

Push (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Move (2-7 psi). Choose one object you can see within 60 feet of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.

Psi Spent Maximum Weight Bludgeoning Damage
2 25 lbs. 2d6
3 50 lbs. 4d6
5 250 lbs. 6d6
6 500 lbs. 7d6
7 1,000 lbs. 8d6

Inertial Armor (2 psi). As an action, you sheathe yourself in a transparent field of force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.

Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.

Telekinetic Grasp (3 psi; conc., 1 min.). You attempt to telekinetically hold a creature and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target is beyond your reach of 60 feet. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus.

When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit You gain a +1 bonus per psi point spent.

While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1-7 psi). The target takes 1d6 bludgeoning damage per psi point spent.

Move (1-7 psi). You move the target up to 5 feet per psi point spent You can move it in the air and hold it there. It falls if the grapple ends.

Nomadic Mind

Metaphysical Discipline


You detach part of your psyche from space and time. You become part of everything and nothing at once, and the collective vista of minds and knowledge possessed by living things opens to you.

Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Wandering Mind (2-6 psi; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option's full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.

Find Sentient (2 psi; conc., 1 hr.). You cast your mind about for information about a specific sentient being. If you concentrate for this option's full duration, you then gain a general understanding of the creature's current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 10 miles on a side (DM's choice).

Item Lore (3 psi; conc., 1 hr.). You carefully study an item. If you concentrate for this option's full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.

Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Wandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter hyperdimensional spaces. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Phasing Eye (7 psi; conc., I hr.). As Wandering Eye above, except the eye can move through solid objects but can't end its movement in one. If it does so, the effect immediately ends.

Phase Shift

Metaphysical Discipline


You can phase briefly through high dimensions allowing you to

Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Partial Phase Shift (2 psi; conc., 10 min.). As a bonus action, you partially phase shift. You gain a +5 bonus to Dexterity (Stealth) checks and can move through difficult terrain at a normal pace.

Toppling Shift (2 psi). As a bonus action, you rapidly phase shift and return to normal, producing a sudden ripple in space. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.

Sudden Shift (5 psi). As a reaction when you are hit by an attack, you phase shift to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal.

Greater Phase Shift (7 psi; conc., 10 min.). As a bonus action, you phase until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move physical barriers with less mass than 3 inches of lead or 5 feet of total movement, and you can't make weapon attacks.

See the table below for a listing of examples of materials through which you can pass through with this feature

Material Thickness
Lead 3 in.
Steel/Iron 5 in.
Titanium 9 in.
Rock 12 in.
Concrete 15 in.
Wood 36+ in.
Ice 36 in.
Soil 24 in.

Precognition

Metaphysical Discipline


You possess the ability to see into the future and subtly affect the outcomes of events.

Psychic Focus. While focused on this discipline, you have advantage on initiative rolls.

Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. You can spend one additional psi point to use this ability to aid an ally or hinder an enemy.

All-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.

Victory Before Battle (7 psi). When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Premonition (1 psi). You foresee the likely results of a specific course of action that you plan to take within the next minute. The DM chooses from the following possible results and will offer a short, vague description of what the likely result may be.

  • Good results
  • Bad results
  • Both good and bad results
  • Results that aren't especially good or bad

The power doesn't consider any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion.

There is a 25 percent chance for each casting after the first that you receive an incorrect vision. This phenomenon is known as precognitive static and is represented by a roll that the GM makes in secret by rolling 1d4, where a 1 results in precognitive static.

You can expend additional psi points to produce the following effects, the total psi points you spend cannot exceed your psi limit:

Extended Augury (1-6 psi). You extend the distance into the future you can make predictions as determined by the chart below.

Additional Psi Spent Time in Future
1 psi 5 minutes
2 psi 30 minutes
4 psi 1 hour
5 psi 1 day
6 psi 1 week

Time Meddler (1-6 psi). Each time you use this ability again before taking a long rest, you may spend additional psi points to limit the accumulation of precognitive fatigue as determined by the chart below.

Times Used Additional Cost
3 1 psi
4 2 psi
5 4 psi
6 6 psi

Precognitive Combat

Metaphysical


You enhance your combat performance with your precognitive abilities, allowing you to unerringly find your mark.

Psychic Focus. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage.

Foresee Vulnerability (1-7 psi). As a bonus action, you predict your targets movements to identify a critical point of attack. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 damage per psi point spent.

Deja Vu (2 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.

Faithful Shot (5 psi; conc., 1 min.). As a bonus action, you predict your combatants’ defensive patterns in advance, allowing you to attack with greater agility. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required).

Teleportation

Metaphysical Discipline


You exert your mind on the area around you, bending space and time to warp through space.

Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the force of space expanding back around you. You can receive this increase only once per turn.

Minor Teleportation (1-7 psi). If you haven't moved yet on your turn, you take a bonus action to teleport up to 25 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.

Warp Anchor (1-7 psi). As an action, you create an invisible, intangible warp anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can't see it as long as it is within the range of the teleportation power multiplied by the number of psi points you spent creating the anchor.

Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied.

Transposition (3 psi). If you haven't moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can't fit in the destination space.

Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can't fit in the destination space.

Group Teleportation (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Wormhole (7 psi; conc., 1 hr.). As an action, you open a wormhole within 5 feet of you. You create an identical cube at any point of your choice within a system that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one end of the wormhole immediately teleports to the other end, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

Third Eye

Metaphysical Discipline


You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.

Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet If you already have darkvision with that range or greater, increase its range by 10 feet.

Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.

Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.

Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Aura Sight

Telepathic Discipline


You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature's nature.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.

Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. You can extend this to up to 3 additional targets by spending a psi point, up to your psi limit.

View Aura (3 psi; conc., 1 hr.). As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any special effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Intellect Fortress

Telepathic Discipline


You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.

Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.

Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry (1-7 psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Manipulation

Telepathic Discipline


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

Psychic Focus. While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence (1-7 psi). As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention (2 psi; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe (7 psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Psychic Assault

Telepathic Discipline


You wield your mind like a weapon, unleashing salvos of psionic energy.

Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with prime talents that deal psychic damage.

Psionic Blast (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.

Ego Whip (3 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.

Id Insinuation (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.

Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.

Psychic Burst (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Psychic Disruption

Telepathic Discipline


You create psychic static that disrupts other creatures' ability to think clearly.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Haze (1-7 psi; cone, 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can't see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.

Daze (3 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.

Mind Storm (5 psi). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.

Psychic Inquisition

Telepathic Discipline


You reach into a creature's mind to uncover information or plant ideas within it.

Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

Hammer of Inquisition (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.

Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it If you reach the ability's full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it If you reach the ability's full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as "I had porridge for breakfast' or 'Ale is the worst") or personality-defining (-I failed to save my village from orc marauders and am therefore a coward" or "Magic is a scourge, so I renounce it"). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. With four failed saving throws, it lasts for one week. With five failed saving throws, it lasts for one month. With six failed saving throws, it lasts one year. With seven failed saving throws, the target's memory is irreversibly altered.

Psychic Phantoms

Telepathic Discipline


Your power reaches into a creature's mind and causes it false perceptions.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Figment (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can't use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.

Phantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can't take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.

Phantom Betrayal (5 psi; conc., 1 min.). As an action, you plant delusional paranoia in a creature's mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Phantom Riches (7 psi; conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature's mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn't taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Telepathic Contact

Telepathic Discipline


By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline.

Exacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest A creature is immune to this ability if it is immune to being charmed.

Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest A creature is immune to this ability if it is immune to being charmed.

Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest A creature is immune to this ability if it is immune to being charmed.

Psychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed.

Psychic Domination (7 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Prime Talents

Prime talents are minor abilities that require psionic aptitude but don't drain your reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

  • You can never use your psychic focus on a talent.
  • Talents don't require you to spend psi points to use them.
  • Talents aren't linked to Psionic Specializations The talents are presented below in alphabetical order.

Blind Spot

Prime Talent

As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Delusion

Prime Talent

As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Foresight

Prime Talent

You spend an action to gain a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

Mind Meld

Prime Talent

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.

Mind Slam

Prime Talent

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or take 1d8 force damage. If it takes any of this damage and is La8rge or smaller, it is knocked prone. The talent's damage increases by 1d8 when you reach 5th level (2d), 11th level (3d8), and 17th level (4d8).

Mind Thrust

Prime Talent

As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Minor Telekinesis

Prime Talent

You can use your action to manipulate or move one object within 30 feet of you. The object can't weigh more than 10 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a drink, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.

Psychic Charm

Prime Talent

As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.

Lashing Grasp

Prime Talent

As an action, you try to grasp one creature you can see within 120 feet with telekinetic energy. The target must succeed on a Strength saving throw or take 1d8 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Graviton Burst

Prime Talent

You release a burst of gravitons that momentarily destabilize spacetime around you. Each creature within 5 feet, other than you, must succeed on a Strength saving throw or take 1d6 force damage. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).