Misc. Houserules, Feats, and Fighting Styles
Psionics
Introduction
The goal of this document is to serve as an introduction to psionics as well as to fulfill the same role for psionics as many sections of the Player's Handbook serve for magic. Many options, from powers to talents to disciplines, are explored here, each with their own set of rules. If you are looking for the Mystic class, please visit Mystic. If you are looking for feats or magic items related to psionics, see Psionic Feats & Items
Psionics permeates the worlds of D&D and most often appears in the form of a power.
This section provides the rules for Manifesting powers. Different character classes have distinctive ways of learning and using their powers, and monsters use powers in unique ways. Regardless of its source, a power follows the rules here.
What is a Power?
A power is a specific manifestation of a creature's will that takes shape in the material world, causing an array of effects one could compare to magic. These manifestations can cause great eruptions of fire, bend and manipulate other creatures minds, create matter out of nothing but pure mental energy, and more. Those who use powers are known as manifesters.
The primary difference between magic and psionics is this: Magic is the utilization of the Weave that permeates the multiverse to create extraordinary effects. Psionics is the utilization of ones own intellect, body, and willpower to create supernatural phenomena.
Powers to manifesters are analogous to spells for spellcasters. By a similar notion, talents are the power equivalent of cantrips. Talents are treated as level 0 powers. A Manifest Time functions the same as a Casting Time.
The general rules for spellcasting apply to powers as well with the following supplemental rules.
Psi-Points
Instead of fueling their powers with slots, Manifesters fuel their powers with points. A class or subclass will tell you how many psi points you have and how many psi points you can spend at a given time.
Manifesting Powers
You expend a number of psi-points to Manifest a power of a given level. The Psi-Point Cost table summarizes the cost in psi-points of power from 1st to 9th level. Talents don't require psi-points and thus do not have a cost.
Powers of 6th level and higher are particularly taxing to Manifest. Once you Manifest a power of 6th level or higher, you cannot Manifest another power of the same power level until you complete a long rest.
Your class or subclass tells you how many spell points you have of a given level. You regain all spell points at the end of a short or long rest.
Psi-Point Cost
| Power Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Components
Unlike spells, powers do not require somatic, material, or verbal components. Just because a manifester isn't making the obvious incantations and gestures a wizard may doesn't mean you can't tell whether or not a manifester is manifesting a power. The amount of focus a power demands may cause the manifester to shout, brace for the power's effect, or some other visual cue caused by the power itself. If a power has no tells, it will state so in the power description
Psionic Tells
Whenever you manifest or concentrate on a psionic power, there is almost always at least some kind of tell. You can narrate and make up your own tells, or you can roll on the Psionic Tells table below to determine what kind of tells your psionics have. A tell is harmless and does nothing more than let a creature be aware that the psionicist is manifesting a power; the tell cannot directly deal damage, hinder enemies, or help allies.
Psionic Tells
| d12 | Tell |
|---|---|
| 1 | A low bassy hum, or sharp tinnitus-like ringing emanates from you and/or the origin of the psionic effect. |
| 2 | Bead-sized globs of ectoplasm hover around you, disappearing into thin air when the power ends. |
| 3 | A halo of glowing runes floats above your head, the number and intensity of which is proportionate to the strength of the power manifested. |
| 4 | Light pours out of your mouth and eyes. |
| 5 | Creatures around you and targeted by your powers hear faint, hushed, and incomprehensible whispers in their head. |
| 6 | Small objects around you, like pebbles and coins, begin to gently levitate mere inches above the ground, harmlessly falling when the power ends. |
| 7 | Lights like candles, torches, and lanterns flicker briefly right before the power takes effect and at random intervals while it persists. |
| 8 | Creatures around you and those targeted by the power detect a metallic taste in their mouth for as long as the power persists. |
| 9 | The temperature drops or raises to an uncomfortable amount around you and/or the origin of the power. |
| 10 | The hairs on your body, as well as the hairs on affected creatures and those close to you stand up almost entirely straight. |
| 11 | A pungent, chemical-like smell emanates from you. |
| 12 | An impending sense of doom and uncertainty fills the room. |
Psionics in Armor
Similar to spells, lacking proficiency in armor hampers your ability to use powers, as armor disrupts the flow of psychic energy in and out of your body. You must be proficient in the armor you are wearing in order to successfully use powers.
Psionics and Magical Effects
As a general rule, psionics are considered magical, even in relation to interactions between powers and spells. This is known as psionics-magic transparency.
Psionics-Magic Transparency
Unless otherwise specified, an ability, trait, effect, class feature, or anything else that interacts with magic also interacts with psionics, and vice versa. For example, a 3rd-level counterspell could be used to stop the manifestation of a psionic power, while a 7th-level reddopsi could potentially target a spell.
Combining Psionics and Magic
If something psionic shares the same effect or has the same name as something magical, they do not stack. A creature could not gain the benefits of both the haste spell and the haste power at the same time, for example. Any power that mimics a spell has the (Psionic) tag in the name.
Class Features
Any class feature that requires you to use a spell slot cannot be used with psi points and vice versa. Otherwise, all class features fully interact with powers and psionic effects unless otherwise specified. For example, a creature with the Metamagic class feature could use that feature to enhance their powers, but they could not use psi points in place of sorcery points for that feature.
Learning Spells and Powers
If you ever learn a power, you cannot choose to instead learn a spell. Likewise, you cannot choose to learn a power whenever you learn a spell, unless that power has the (Psionic) tag, in which case you learn the spell version of that power.
For example, a 10th level bard could not learn the 3rd-level energy wall power, but they could choose to learn intellect fortress, which has a spell equivalent.
Using Spells and Powers on the Same Turn
Whenver you use your bonus action to manifest a power of 1st-level or higher, or cast a spell of 1st-level or higher, you cannot use your action to cast any spell or manifest a power that isn't a talent or cantrip.
Arcana
The Arcana skill covers information about psionics in addition to magic. You can use Arcana to recall information about disciplines and items of power, identify powers as they're manifested, and gleam information about creatures who possess psionic abilities.
You can use Arcana to identify a power being manifested, as per the same rules regarding identifying a spell presented in Xanathar's Guide to Everything.
Disciplines
Like how spells are categorized into separate schools of magic, powers are seperated into different disciplines. These disciplines have close analogues to different schools of magic.
| Discipline | Magic School |
|---|---|
| Clairsentience | Divination |
| Metacreativity | Conjuration |
| Psychokinesis | Evocation |
| Psychometabolism | Transmutation |
| Psychoportation | Conjuration |
| Telepathy | Enchantment |
Clairsentience
Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.
For the purpose of psionics-magic transparency, clairsentience powers are equivalent to spells of the divination school.
Metacreativity
Metacreativity powers draw raw ectoplasm from the Astral Plane to create objects, creatures, shards of psionic crystals, and more.
For the purpose of psionics-magic transparency, metacreativity powers are equivalent to spells of the conjuration school.
Psychokinesis
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond a power’s standard display, such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.
For the purpose of psionics-magic transparency, psychokinesis powers are equivalent to spells of the evocation school.
Psychometabolism
Psychometabolism powers change the physical properties of some creature or thing. Some psychometabolism powers heal while other allow the user to bear dangerous natural weapons or to resist harm from the elements.
For the purpose of psionics-magic transparency, psychometabolism powers are equivalent to spells of the transmutation school.
Psychoportation
Psychoportation powers focus primarily around the manipulation of space and time. These powers primarily teleport objects and creatures but can also create temporal distortions, allowing the user to go forward in, stop, or slow time.
For the purpose of psionics-magic transparency, psychoportation powers are equivalent to spells of the conjuration school.
Telepathy
Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. They can assault a creatures mind directly, causing immense psychic damage. Telepathy is the most common type of psychic power.
For the purpose of psionics-magic transparency, telepathy powers are equivalent to powers of the enchantment school.
Psionics and Multiclassing
Whenever you multiclass with psionics, you must follow all the rules of multiclassing in addition to the following rules.
Mystic
The following are the multiclassing requirements and proficiencies for the mystic class.
Multiclassing Requirements and Proficiencies
| Class | Ability Score Minimum | Proficiencies Gained |
|---|---|---|
| Mystic | Intelligence 13 | Simple weapons |
Psionics
Your capacity for psionics depends partly on your combined levels in all your psionic classes and partly on your individual levels in those classes. Once you have the Psionics feature from more than one class, use the rules below. If you multiclass but have the Psionics feature from only one class, you follow the rules as described in that class.
Powers Known. You determine what powers you know for each class individually, as if you were a single-classed member of that class. Each power you know is associated with one of your classes, and you use the psionic ability of that class when you manifest the power.
Max Power Level and Psi-Points. You know your max power level and available psi-points by adding together all your levels in the mystic class with a third of your levels in the fighter or rogue classes (rounded down) if you have the Psi-Warrior or Soulknife feature. Use this total to determine your max power level and the number of psi-points you have by consulting the Multiclass Manifester table.
If you have more than one manifester class, your max power level might be higher than the highest level power you know. You manifest powers at that power level, but only to manifest your lower-level powers. If a lower-level power you manifest, like burning hands, has an enhanced effect when manifested at a higher level, you can use the enhanced effect, even though you don't have any powers of that level.
Psionic Mastery and Mastery Points. Because Psionic Mastery is a mystic class feature, you can only gain mastery points through mystic levels. However, you can still use mastery points on any power you know from any class.
Multiclass Manifester
| Level | Psi-Points | Max Power Level |
|---|---|---|
| 1st | 2 | 1st |
| 2nd | 4 | 1st |
| 3rd | 6 | 2nd |
| 4th | 6 | 2nd |
| 5th | 10 | 3rd |
| 6th | 10 | 3rd |
| 7th | 12 | 4th |
| 8th | 12 | 4th |
| 9th | 21 | 5th |
| 10th | 21 | 5th |
| 11th | 21 | 6th |
| 12th | 21 | 6th |
| 13th | 21 | 7th |
| 14th | 21 | 7th |
| 15th | 21 | 8th |
| 16th | 28 | 8th |
| 17th | 28 | 9th |
| 18th | 28 | 9th |
| 19th | 28 | 9th |
| 20th | 28 | 9th |
Mystic Powers
Talents (0 Level)
- Animate Shadow
- Attraction
- Blade Ward (Psionic)
- Call to Mind
- Catfall
- Chill Touch (Psionic)
- Control Flames
- Crystal Shard
- Dancing Lights (Psionic)
- Deceleration
- Dissipating Touch
- Distract
- Empathy
- Energy Ray
- Friends (Psionic)
- Guidance (Psionic)
- Light (Psionic)
- Mage Hand (Psionic)
- Message (Psionic)
- Mind Sliver (Psionic)
- Minor Illusion (Psionic)
- True Strike (Psionic)
- Vicious Mockery (Psionic)
1st Level
- Bane (Psionic)
- Bestial Claws
- Burning Hands (Psionic)
- Catapult (Psionic)
- Chains of Affinity
- Charm Person (Psionic)
- Create or Destroy Water (Psionic)
- Command (Psionic)
- Comprehend Languages (Psionic)
- Conceal Thoughts
- Deja Vu
- Demoralize
- Destiny Dissonance
- Detect Psionics
- Detonate
- Disguise Self (Psionic)
- Dissonant Whispers (Psionic)
- Ego Whip
- Expeditious Retreat
- Entangling Ectoplasm
- Feather Fall (Psionic)
- Floating Disk (Psionic)
- Force Screen
- Grease (Psionic)
- Hammer
- Hideous Laughter (Psionic)
- Impersonation
- Iron Grip
- Jump (Psionic)
- Mage Armor (Psionic)
- Magnify Gravity (Psionic)
- Minor Astral Construct
- Precognition
- Psionic Anchor
- Sancutary (Psionic)
- Sensory Link
- Sleep (Psionic)
- Thicken Skin
- Unseen Servant (Psionic)
- Whelm
2nd Level
- Accelerated Healing
- Amplify Pain
- Aversion
- Blur (Psionic)
- Body Adjustment
- Brain Lock
- Calm Emotions (Psionic)
- Chameleon
- Crown of Madness (Psionic)
- Darkvision (Psionic)
- Detect Thoughts (Psionic)
- Dimension Swap
- Emphatic Feedback
- Emphatic Transfer
- Energy Missile
- Enlarge/Reduce (Psionic)
- Invisibility (Psionic)
- Knock (Psionic)
- Levitate (Psionic)
- Mental Barrier
- Mind Spike (Psionic)
- Mind Whip (Psionic)
- Misty Step (Psionic)
- Phantasmal Force (Psionic)
- Psionic Identification
- Psionic Lock
- Psychic Impressions
- See Invisibility (Psionic)
- Shed Flesh
- Shield (Psionic)
- Suggestion (Psionic)
- Tinnitus
- Warp Object
- Zone of Truth (Psionic)
3rd Level
- Antipower
- Blink (Psionic)
- Clairvoyance (Psionic)
- Dispel Psionics
- Ectoplasmic Cocoon
- Ectoplasmic Form
- Energy Burst
- Energy Wall
- Eradicate Invisibility
- Evade
- Fear (Psionic)
- Fly (Psionic)
- Frozen Rain
- Haste (Psionic)
- Hypnotic Pattern (Psionic)
- Intellect Fortress (Psionic)
- Lesser Astral Construct
- Lightning Leap
- Major Image (Psionic)
- Meld Into Stone (Psionic)
- Nondetection (Psionic)
- Protection from Energy (Psionic)
- Psionic Blast
- Pulse Wave (Psionic)
- Sending (Psionic)
- Sever Link
- Stinking Cloud (Psionic)
- Time Hop
- Tongues (Psionic)
- Vampiric Thirst
4th Level
- Banishment (Psionic)
- Brain Sap
- Dimension Door (Psionic)
- Charm Monster (Psionic)
- Compulsion (Psionic)
- Confusion (Psionic)
- Control Water (Psionic)
- Fabricate (Psionic)
- Death Urge
- Divination (Psionic)
- Holographic Messenger
- Energy Adaptation
- Freedom of Movement (Psionic)
- Gravity Sinkhole (Psionic)
- Greater Invisibility (Psionic)
- Immovability
- Nightmare
- Phantasmal Killer (Psionic)
- Psionic Eye
- Psychic Lance
- Schism
- Stone Shape (Psionic)
- Wall of Ectoplasm
5th Level
- Adapt Body
- Animate Objects (Psionic)
- Antilife Shell (Psionic)
- Baleful Teleport
- Bigby's Hand (Psionic)
- Creation (Psionic)
- Death Field
- Dominate Person (Psionic)
- Dream (Psionic)
- Hail of Crystals
- Hold Monster (Psionic)
- Mislead (Psionic)
- Modify Memory (Psionic)
- Psychic Crush
- Scrying (Psionic)
- Synaptic Static (Psionic)
- Telekinesis (Psionic)
- Teleportation Circle (Psionic)
- Temporal Shunt (Psionic)
- Wall of Force (Psionic)
6th Level
- Breath of the Black Dragon
- Contingency (Psionic)
- Disintegrate (Psionic)
- Eyebite (Psionic)
- Fuse Flesh
- Globe of Invulnerability (Psionic)
- Gravity Fissure (Psionic)
- Mass Suggestion (Psionic)
- Mass Tinnitus
- Mental Prison (Psionic)
- Programmed Illusion (Psionic)
- Suspend Life
- Tower of Iron Will
- True Seeing (Psionic)
7th Level
- Crisis of Life
- Divert
- Etherealness (Psionic)
- Intellect Bomb
- Forcecage (Psionic)
- Greater Astral Construct
- Mirage Arcane (Psionic)
- Plane Shift (Psionic)
- Project Image (Psionic)
- Reddopsi
- Reerse Gravity (Psionic)
- Teleport (Psionic)
- Temporal Acceleration/Deceleration
8th Level
- Antipathy/Sympathy (Psionic)
- Dark Star (Psionic)
- Dominate Monster (Psionic)
- Feeblemind (Psionic)
- Illusory Dragon (Psionic)
- Glibness (Psionic)
- Insanity
- Maddening Darkness (Psionic)
- Mind Blank (Psionic)
- Reality Break (Psionic)
- Shadow Body
- Telepathy (Psionic)
- Truthear
9th Level
- Astral Projection (Psionic)
- Bend Reality
- Psychic Scream (Psionic)
- Time Leap
- Time Stop (Psionic)
Talents
Animate Shadow
psychokinesis talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You animate the shadow of a medium or smaller creature or object within range, causing one of the following effects:
- The targets shadow dances about harmlessly and amusingly for the duration.
- The shadow grows in size, shrinks, changes shape, or even disappears for the duration. At DM discretion, this can temporarily expand or shrink areas of darkness or dim light created by the targets shadow.
- The shadow attempts to startle a creature within 5 ft. of the target its attached to. The creature must make a Wisdom saving throw or have disadvantage on its next attack roll or ability check before the start of your next turn. A creature that is immune to the frightened condition is immune to this effect.
If you manifest this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Attraction
telepathy talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
You telepathically attempt to cause a creature within range to become attracted to another creature or object. The target must make a Wisdom saving throw. A creature that is immune to being charmed is immune to this power. A creature also automatically succeeds its save if you or one of your companions is fighting it
On a failed save, the target is attracted to the creature or object of your choice for the duration, implanting the abstract idea of that subject in its mind. The DM determines the nature of this attraction, though the attraction is not obsessive. At minimum, the target makes reasonable effort to meet, get close to, attend, or find the object or creature of its attraction. The creature will stop short of putting itself at risk of harm in order to fulfill the nature of its attraction.
If you choose to make the target of the attraction yourself, the creature treats you like a friendly acquaintance if they are a stranger, but otherwise act normal if amicable based on their previous relationship with you, unless they were hostile.
If a creature succeeds their save they are immune to the effects of this power for the next 24 hours. This power has no tells.
Call to Mind
telepathy talent
- Manifest Time: 1 reaction, when you or another creature within range makes an Intelligence ability check
- Range: 30 feet
- Duration: Instantaneous
You recall buried memories and hidden knowledge deep within a creatures mind, giving them advantage on the ability check.
If you use this talent more than once before completing a short or long rest, there is a 25% chance that the power feeds false or irrelevant information to the target, instead imposing disadvantage on the check.
Catfall
psychoportation talent
- Manifest Time: 1 reaction, when you fall from a height of at least 10 feet
- Range: Self
- Duration: Instantaneous
You recover instantly from a fall, landing on your feet regardless of how high the fall is, and you treat the fall as if it were 10 feet shorter than it actually was.
The power recovers you from greater falls as you gain higher levels, treating the fall as if it were 20 feet shorter at 5th level, 30 feet shorter at 11th level, and 40 feet shorter at 17th level.
Cause Decay
psychometabolism talent
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
You erode away flesh with your touch. Make a melee psionic attack against a target within range. On a hit, the target takes 1d8 necrotic damage. If the target is a small or tiny nonmagical object that is not being worn or carried and is made of organic material, it is immediately destroyed. If the target is a medium or larger object of organic material, you only destroy 1 cubic foot of material from the target.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames (Psionic)
psychokinesis talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous or 1 hour (see below)
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this power multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Crystal Shard
metacreativity talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You summon a razor sharp shard of psionic crystal and fire it up to 60 feet in a straight line from you in a direction of your choosing, stopping early if it hits and object or creature. If it would strike a creature or object, make a ranged psionic attack against the target. On a hit, you deal 1d8 piercing damage. On a miss, the projectile keeps flying straight, potentially gaining a new target.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Deceleration
psychoportation talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You warp space around a medium or smaller creature within range, hindering the subject’s ability to move. The target must make a Charisma saving throw. On a failed save, the target has their speed reduced to 10 ft. until the start of your next turn.
The power increases in strength at high levels, able to target large creatures at 5th level, huge creatures at 11th level, and gargantuan creatures at 17th level.
Light (Psionic)
psychokinesis talent
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.
Dissipating Touch
psychoportation talent
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
Make a melee psionic attack against a creature within range. On a hit, the target takes 1d8 force damage and is teleported up to 5 feet towards an unoccupied space of your choice.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Distract
telepathy talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You attempt to secretly distract a creatures attention. Choose a creature within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on the next Wisdom (Perception), Wisdom (Insight), or Intelligence (Investigation) check it makes within the next minute.
This power has no tells.
Empathy
telepathy talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
You immediately learn the surface emotions of a creature you can see within range. This includes, but is not limited to, the targets basic needs, drives, feelings of fear, fatigue, pain, rage, hatred, uncertainty, curiosity, or friendliness.
Additionally, on the next Wisdom (Insight) check you make against tha creature while it is still in that emotional state, you can roll a d4 and add it to the result.
Energy Ray
psychokinesis talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You fire a beam of energy towards a target you can see within range. Make a ranged psionic attack and choose one of the following damage types: cold, fire, lightning, or thunder. The target takes 1d8 damage of the damage type you chose.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand (Psionic)
psychokinesis talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Mind Sliver (Psionic)
telepathy talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This power's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Guidance (Psionic)
telepathy talent
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.
Vicious Mockery (Psionic)
telepathy talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
True Strike (Psionic)
psychokinesis talent
- Casting Time: 1 action
- Range: 30 feet
- Duration: 1 round
You extend your hand and point a finger at a target in range. Your psionics grant you a brief insight into the target's defenses. You gain advantage on the next attack you make against the target before the end of your next turn, provided the power hasn't ended. If the attack hits, you deal an additional 1d6 damage.
This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Chill Touch (Psionic)
psychokinesis talent
- Casting Time: 1 action
- Range: 120 feet
- Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged psionic attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights (Psionic)
psychokinesis talent
- Casting Time: 1 action
- Range: 120 feet
- Duration: 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range. The lights also disappear if you manifest this power again.
Minor Illusion (Psionic)
telepathy talent
- Casting Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.
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 lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your psionic save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Friends (Psionic)
telepathy talent
- Casting Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the power ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Message (Psionic)
telepathy talent
- Casting Time: 1 action
- Range: 120 feet
- Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Blade Ward (Psionic)
pscyhometabolic talent
- Casting Time: 1 action
- Range: Self
- Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
1st Level
Bestial Claws
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: 8 hours
You manfiest beast-like claws that sprout from your hands. For the duration of the power, you can use your item interaction to bear these claws or cause them to recede. While you bear these claws, they are considered natural weapons with which you can use to make unarmed attacks. Whenever you hit with an attack with one of these claws, you deal 1d8 + your Strength modifier slashing damage. Additionally, you can engage in two-weapon fighting whenever you make an attack with your claws, treating them as if they were light weapons. The damage of these claws is considered magical.
Brute Strike
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
You infuse your strike with great might. The next melee weapon attack you hit with with before the power ends deals an additional 2d6 damage of the attacks type. Additionally, if this attack hits an object, the attack is automatically a critical hit and you can maximize the damage dice from the power.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Burning Hands (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 plus your psionic modifier fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Catapult (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the maximum weight of objects that you can target with this power increases by 5 pounds, and the damage increases by 1d8, for each power level above 1st.
Chains of Affinity
1st-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
Choose a willing creature within range and then another creature no more than 30 feet away from them. This secondary target can be outside the powers range. Until the power ends, the initial target takes 1d4+1 psychic damage the first time each turn that the second creature takes damage.
At Higher Levels. Whenever you manifest this power at a power level of 2nd level or higher, you can choose one additional creature within 30 feet of the initial target for every power level above 1st.
Charm Person (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, you can target one additional creature for each power level above 1st. The creatures must be within 30 feet of each other when you target them.
Conceal Thoughts
1st-level telepathy
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
You protect the subject’s thoughts from analysis. While the duration lasts, Wisdom (Insight) checks made against the creature have disadvantage and any attempt to read the creatures mind automatically fail.
Deja Vu
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You attempt to force the target within range to repeat the action it look last turn. The target must make an Intelligence saving throw or repeat the action it took on its last turn, spending its entire turn to accomplish doing so. If something prevents the target from repeating its last action, it instead does nothing.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, you can target one additional target for each slot level above 1st. The targets must be within 30 feet of each other when you target them.
Demoralize
1st-level telepathy
- Manifest Time: 1 action
- Range: Self (10-foot radius)
- Duration: Concentration, up to 1 minute
Each creature of your choice within 10 feet of you must make a Wisdom saving throw, or be filled with self doubt until the end of your next turn. While filled with self doubt, a creature has disadvantage on attack rolls an ability checks and cannot take reactions. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
Destiny Dissonance
1st-level clairsentience
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 minute
You grant a creature you can see an overwhelming glimpse at its own fate, causing it to become sick. The target must succeed an Intelligence saving throw or become poisoned. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
At Higher Levels. Whenever you manifest this power at a power level of 2nd level or higher, you can target one additional creature for each slot above 1st. The targets must be within 30 feet of each other when you target them.
Detect Psionics
1st-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of psionics within 30 feet of you. If you sense psionics in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears psionics, and you learn its discipline, if any.
The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detonate
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
Choose an object that is not being worn or carried, or animated undead creature, or construct within range. An incorporeal undead creature (such as a ghost) cannot be targeted by this power this way. If the target is an object, 1 cubic foot of material is destroyed as it explodes. If the target is a creature, a significant chunk is decimated. Regardless of target, each creature within 5 feet of it must make a Dexterity saving throw, taking 3d6 force damage on a failed save or half as much on a success. Objects within the area are also damaged. If the initial target is a creature, it is also targeted and it automatically fails its save.
The power makes a significant explosive sound that can be heard up to 300 feet away.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, the damage increases by 1d6 and the amount of material destroyed increases by 1 cubic foot for each power level above 1st.
Dissonant Whispers (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, the damage increases by 1d6 for each power level above 1st.
Ego Whip
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You assault the ego of a creature you can see within range. The target must make a Charisma saving throw, taking 2d4 psychic damage and becoming stunned until the start of your next turn on a failed save. A creature only takes half damage and isn't stunned on a success.
Entangling Ectoplasm
1st-level metacreativity
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You hurl a glob of ectoplasmic goo, making a ranged psionic attack towards a creature within range. On a hit, the target is restrained if they are large or smaller. The ectoplasm extends into the Ethereal Plane, preventing the target from entering it while restrained this way. As an action on each of the targets turns, it can make a Strength save, breaking free on a success.
Hammer
1st-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
Your touch becomes imbued with the force of a hammer strike. Make a melee psionic attack. On a hit, the target takes 2d8 + your psionic ability modifier force damage and, if the target is large or smaller, they are knocked prone.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the damage increases by 1d8 for each power level above 1st.
Iron Grip
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: 1 minute
For the duration, creatures have disadvantage on ability checks made to escape your grapples. Additionally, whenever a creature starts its turn grappled by you, it takes 1d6 bludgeoning damage from your fierce grip.
Grease (Psionic)
1st-level metacreativity
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Expeditious Retreat (Psionic)
1st-level psychoportation
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 10 minutes
This power allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action. On the turn you cast this power, your movement doesn't provoke opportunity attacks.
Force Screen
1st-level psychokinesis
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 10 minutes
You create an invisible disk of force that floats directly in front of you. For the duration, you benefit from half-cover and you provide three-quarters cover to any allied creature that decides to use you as cover.
Hideous Laughter (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the power ends.
Impersonation
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 hour
Choose a creature within range. You implant that creatures psyche into your own. For the duration, you can perfectly mimic that creatures mannerisms, voice, tone, and other behaviors. This does not give you access to that creatures special abilities or features, nor does it let you learn any secrets the creature might now, but in learning their personality and behavior you may gain additional insights into who the creature is. You also become exceptional at disguising yourself as the creature, giving you advantage on any check made to pass yourself off as that creature.
This power even fools magic and psionics. If an effect would try and figure out your identity or what type of creature you are, that effect would instead show that you are the creature you are impersonating through this power.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, the duration becomes 8 hours. At 5th level, the duration becomes 24 hours. At 7th level, it lasts for 30 days. At 9th level, it lasts until dispelled.
Mage Armor (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: Touch
- Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.
Prevenom
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
You infuse a weapon (including a natural weapon or unarmed strike) with ectoplasmic venom. The next attack you hit with the weapon you infused before the power ends deals an additional 2d6 poison damage and the target must make a Constitution saving throw. On a failed save, the target is poisoned until the power ends. The target can repeat the save at the end of each of their turns, ending the effect on a success.
At Higher Levels. Whenever you manifest this power at a power level of 2nd level or higher, the damage increases by 1d6 for each power level above 1st.
Minor Astral Construct
1st-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Minor Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following traits below. If an effect lets you choose more than one trait, you cannot pick the same trait twice. The astral construct is summoned with that trait.
- Durable. The creatures AC and hit points increase by 2.
- Fly. The creatures walking speed increases by 10 feet and it gains a fly speed equal to its walking speed.
- Resistance. Choose one damage type. The creature has resistance to that damage type.
- Swim. The creautres walking speed increases by 10 feet and it gains a swim speed equal to its walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, use the higher level wherever the power's level appears in the stat block.
Minor Astral Construct
Small construct (astral), unaligned
- Armor Class 10 + the level of the power
- Hit Points 8 + 5 for each power level above 1st
- Speed 20 feet
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Actions
Slam. Melee Psionic Attack: your Psionic attack modifier, 5 ft., one target. Hit: 2d6 force damage
Precognition
1st-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 hour
You grant yourself a glimpse into the future, a glimpse that isn't coherent until it happens. Once before the power ends, you can grant advantage to a single attack roll, ability check, or saving throw you or a friendly creature make (no action required). The power then immediately ends.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, you can grant advantage to one additional roll before the power ends. If you manifest this power at a power level of 3rd level or higher, you do not need to concentrate on this power.
Psionic Anchor
1st-level psychoportation
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Concentration, up to 1 minute
Choose a large or smaller creature or object that isn't currently being worn or carried within range. An unwilling creature can make a Charisma saving throw, resisting the powers effects on a success.
You place a temporal anchor centered on the space the target is currently in. The anchor is invisible to all creatures but you, cannot be moved, and cannot be damaged. Creatures and objects pass through the anchor harmlessly as if it wasn't there. Those that can see invisible objects and creatures or that can see into the Ethereal Plane see a shimmering ectoplasmic chain linked to the target. The chain goes through objects and walls and grows indefinitely in length as the target moves further from it. The chain cannot go through barriers that pass through the Ethereal Plane or that block teleportation, such as a wall of ectoplasm. If such a barrier would intersect the chain, the chain breaks and the spell ends without any further effect.
Whenever your concentration on the power ends, the target immediately teleports back to the anchor if they are still on the same plane of existence. If the space is occupied, the target is shunted to the nearest unoccupied space and takes 3d10 force damage.
At Higher Levels. Whenever you manifest this power at a power level of 3rd level or higher, the duration increases to 1 hour and the target can be huge or smaller. At a power level of 5th level or higher, the duration increases to 8 hours and the target can be any size. At a power level of 7th level, the duration increases to 24 hours. At a power level of 9th level, it increases to 30 days.
Sensory Link
1st-level telepathy
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: 1 hour
Choose a target creature within range, then choose one of the following from sight, hearing, taste, touch, and smell. An unwilling creature can make a Wisdom saving throw, ending the power on a success. For the duration, you tap into the sense you chose, able to sense things through that creature as if you were that creature. If you choose sight, you must use your action to blind yourself to your own senses in order to see through the targets sight. You can use an action on subsequent turns to return to your own senses. Otherwise, you are constantly fed information from the sense you chose, able to immediately distinguish through which information is coming from your own senses and the targets.
At any point during the powers duration, you can end it early as an action.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, you can choose one additional sense for each level above 1st. At a power level of 3rd-4th level, the power gains a duration of 8 hours. At a power level of 5th-7th, you gain a duration of 24 hours. At a power level of 8th or higher, the effect is permanent until dispelled.
Thicken Skin
1st-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: 8 hours
Your skin thickens, increasing your AC by 1. You can use a shield and still gain this benefit.
Whelm
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: Instantaneous
You fire a blast of overwhelming force, pushing your foe back. Choose a target within range. They must make a Strength saving throw or take 2d8 force damage, be pushed 15 ft. away from you in a straight line, and fall prone. On a success, a creature only takes half damage
At Higher Levels. Whenever you manifest this power at a power level of 2nd level or higher, you can target one additional creature within range for each power level above 1st.
Command (Psionic)
1st-level telekinesis
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, you can affect one additional creature for each power level above 1st. The creatures must be within 30 feet of each other when you target them.
Comprehend Languages (Psionic)
1st-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This power doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Sanctuary (Psionic)
1st-level clairsentience
- Manifest Time: 1 bonus action
- Range: 30 feet
- Duration: 1 minute
You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, manifest a power that affects an enemy, or deals damage to another creature, this power ends.
Jump (Psionic)
1st-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Feather Fall (Psionic)
1st-level psychoportation
- Manifest Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
- Range: Touch
- Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Bane (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
A creature under the effects of the bless spell automatically fails their save against this power and the bless spell is dispelled on them.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, you can target one additional creature for each power level above 1st.
Neutrality (Psionic)
1st-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
You obscure your planar alignment, causing all powers that would inform a creature of your creature type to automatically fail. Additionally, you are protected against the following creature types: aberrations, celestials, elementals, fey, fiends, and undead. While protected, those creatures have disadvantage on attacks against you and you have advantage on saving throws against any effect they force.
Create or Destroy Water (Psionic)
1st-level metacreativity
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you manifest this power level at a power level of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each power level above 1st.
Floating Disk (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 1 hour
This power creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the power ends.
Unseen Servant (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 hour
This power creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the power ends.
Sleep (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
This power sends creatures into a magical slumber. Roll 3d12; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this power.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, roll an additional 3d12 for each power level above 1st.
Disguise Self (Psionic)
1st-level metacreativity
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this oiwer to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your psionic save DC.
Magnify Gravity (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: Self (10-foot radius)
- Duration: Instantaneous
The gravity within a 10-feet radius sphere around you increases for a moment. Each creature in the sphere other than you on the turn when you manifest the power must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your psionic save DC to pick up or move.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, the damage increases by 1d8 for each power level above 1st.
2nd Level
Accelerated Healing
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 hour
You amplify the natural healing of a willing creature you touch. For the duration, whenever the target creature spends hit die to regain hit points, they can take the highest number possible for each die instead of rolling. For example, instead of restoring 1d10 hit points, the hit die instead restores 10.
Amplify Pain
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 minute
You increase the pain a creature feels tremendously. As part of manifesting this power, you touch a creature within range. The next time the creature takes damage before the power ends, they take an additional 2d8 psychic damage and must make a Constitution saving throw. On a failed save, they are rendered unconscious for the duration. Another creature can use its action to awake the unconscious creature, ending the power early.
Aversion
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 8 hours
You implant an idea in the mind of a creature you can see within range, giving it great aversion to it. The target must make a Wisdom saving throw or come under the powers effects for the duration. A creature immune to the frightened condition automatically succeeds its save.
The idea you give the target aversion to could be an object, a creature, a course of action, or anything else you designate. The DM determines the nature of the aversion, whether it be a simple dislike or a great hatred. At minimum, the target takes reasonable actions to avoid the subject of its aversion. If the subject is a creature or object, it attempts to leave the vicinity of that creature or object until it is out of sight. If the subject is a course of action, the creature stop taking that course of action. If it is forced into a situation where it must take the course of action, it must repeat the save against the power, ending the power on a success or refusing the take the course of action on a failure.
The creature will stop short of putting itself in direct harm in order to avoid the subject of its aversion (for example, a creature wouldn't suffocate itself to death because you give it an aversion to breathing.) At DMs discretion, a creature may resort to harming others to avoid the subject of its aversion if it is in a situation where it is forced to do so.
If the subject of aversion is a specific action (such as the Attack action) and the target attempts to take that action, the target must repeat the saving throw against the power. On a failure, the creature's action is wasted. On a success, the power ends.
Brain Lock
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You strike out against a creatures mind, locking its thought processes in place. Choose a creature within range. The target must make a Wisdom saving throw or become dazed. While dazed in this way, the target has disadvantage on ability checks, attacks rolls, and cannot concentrate on powers or other effects. The target can repeat the save at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, you can target one additional creature for each power level above 2nd.
Calm Emotions (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.
Chameleon
2nd-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
For the duration, your body adapts to your surroundings, giving you perfect camouflage. When you cast this power and as a bonus action on each of your turns after, you can take the hide action, and you can attempt to hide even if you normally wouldn't meet the requirements to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
Crown of Madness (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
At the beginning of the charmed target's turn, you may either command the target to spend its action to make a melee attack against a creature other than itself, or command it to move up to its speed in a direction of your choice. The target follows your command before doing anything else on its turn. The target may act normally on its turn if you do not command it.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.
Body Adjustment
2nd-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You immediately regain 1d12 + your psionic ability modifier hit points.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, you regain an additional 1d12 hit points for each power level above 2nd.
Detect Thoughts (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you manifest this power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.
You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
The manifesting of this power has no tells.
Darkvision (Psionic)
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Dimension Swap
2nd-level psychoportation
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: Instantaneous
Choose two separate willing medium or smaller creatures within range. Those targets switch places with one another, teleporting into each others place.
Empathetic Feedback
2nd-level telepathy
- Manifest Time: 1 reaction whenever you take damage from a creature you are aware of within range
- Range: 60 feet
- Duration: Instantaneous
You reduce the triggering damage by 1d12 + your psionic ability modifier, and the target must make a Wisdom saving throw. On a failure, it takes an amount of psychic damage equal to the amount of damage you reduced, or half as much on a success.
At Higher Levels. Whenever you manifest this power at a power level of 3rd level or higher, you can reduce the damage you take by an additional 1d12 for each power level above 2nd.
Emphatic Transfer
2nd-level psychometabolism
- Manifest Time: 1 reaction, when a creature other than yourself takes damage
- Range: 30 feet
- Duration: Instantaneous
You substitute your own health for that of the target creature, causing that creature to not take damage. Instead, you take the damage and the target creature immediately regains hit points equal to half the damage you took. This damage to you can't be reduced or prevented in any way.
Energy Missile
2nd-level psychokinesis
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Instantaneous
Choose up to 3 targets within range and make separate power attacks against each of them. On a hit, a creature takes 3d8 cold, fire, lightning, or thunder damage (your choice). You can choose different damage types for each target or the same.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, the damage increases by 1d8 for each power level above 2nd.
Enhance Senses
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 hour
You mystically enhance your senses, causing your hearing, sight, touch, taste, and smell to become incredibly honed. For the duration, you gain the benefits of all effects in the Enhance Senses table. If you maintain concentration on the power for the full duration, roll a d10 and consult the table. You gain that benefit for the next 8 hours (no concentration required).
| d10 | Effect |
|---|---|
| 1-2 | Keen Smell. You have advantage on Wisdom (Perception) checks using smell and you have advantage on Wisdom (Survival) checks made to track other creatures. |
| 3-4 | Sharp Hearing. You have advantage on Wisdom (Perception) checks relying on hearing. Additionally, you gain blindsight out to a range of 10 ft. while you are not deafened. |
| 5-6 | Sensitive Touch. You can identify almost anything with just your touch, even the minor differences between two near-identical objects. |
| 7-8 | Eagle Eyes. You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. |
| 9-10 | Uncanny Taste. You can detect the presence impurities, poison, or other unusual properties in something else by merely tasting it. This won't usually tell you what the impurity is, though you get a general sense for its nature and whether it is potentially harmful, helpful, or neither. You need not consume enough of something for it to cause harm (such as a very low dose of a mild poison) in order to use this ability. |
Enlarge/Reduce (Psionic)
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the power ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Knock (Psionic)
2nd-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or psychic means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with psychic lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you manifest the power, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Levitate (Psionic)
2nd-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power's range.
When the power ends, the target floats gently to the ground if it is still aloft.
Mental Barrier
2nd-level clairsentience
- Manifest Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw, or whenever you take psychic damage
- Range: Self
- Duration: 1 round
You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. This applies to any saves or psychic damage you are subjected to as part of the trigger for this power.
Mind Spike (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the power ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, the damage increases by 1d8 for each power level above 2nd.
Mind Whip (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the power's other effects.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, you can target one additional creature for each power level above 2nd. The creatures must be within 30 feet of each other when you target them.
Psionic Identification
2nd-level clairsentience
- Manifest Time: 1 minute
- Range: Touch
- Duration: Instantaneous
You choose one object that you must touch throughout the manifesting of the power. If it is a psionic item or some other psionic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any power are affecting the item and what they are. If the item was created by a power, you learn which power created it.
If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.
Psionic Lock
2nd-level psychoportation
- Manifest Time: 1 minute
- Range: Touch
- Duration: Until Dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you manifest this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting knock (psionic) on the object suppresses psionic lock for 10 minutes.
While affected by this psionic, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Psychic Impressions
2nd-level clairsentience
- Manifest Time: 1 minute
- Range: Touch or Self (see description)
- Duration: Instantaneous
You pick up on the psychic residue left by other creatures and past events. Whenever you manifest this power, choose one of the following effects.
Object Reading. You must touch an object for the duration of this power's manifest time. At the end of the power's manifest time, you immediately learn the following information about the object:
- The race, gender, age, and alignment of the last person to own the object.
- How the last owner came to be in possession of the object.
For the purposes of the power, the last owner was the last person to be in possession of the item for at least 24 hours and had used the item at least once during that time. An object without any owners yields no information.
Room Reading. You pick up on psychic disturbances within the room around you. If you are not in a room, you instead pick up on impressions left in a 30 ft. radius around you when you manifest this power. You must remain in the area you wish to pick up impressions on for the duration of the manifest time. At the end of the power's manifest time, you immediately learn the following information about the area:
- You learn about last major event to happen in the area. Only events involving strong emotions will typically register, such as great battles, weddings, joyous parties, someones birth, or the location of a death or funeral. More mundane occurances, such as a person passing through an area, leave no residue for a manifester to detect.
- You learn the number of creatures present for the event, their general mood, and how long the event took.
Misty Step (Psionic)
2nd-level psychoportation
- Manifest Time: 1 bonus action
- Range: 30 feet
- Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Suggestion (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.
If you or any of your companions damage the target, the power ends.
Tinnitus
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Concentration, up to 1 minute
Choose a creature within range. Intense ringing fills the creatures hearing, distracting them and causing them great pain. The target must make a Wisdom saving throw. On a failed save, they are deafened, and at the start of each of the targets turns, roll a d6. They take that amount of psychic damage and suffer a penalty to attack rolls, ability checks, and Concentration saving throws made to concentrate on a spell or power until the start of their next turn. A creature can repeat the saves at the end of each of its turns, ending the effect on a success.
Because this effect is psychological and not physiological, this power affects creatures that do not normally hear, though undead and constructs are immune to this powers effects.
Warp Object
2nd-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You physically warp a medium-sized or smaller nonmagical object, weapon, or suit of armor you can see within range. The object is temporarily distorted into the shape of your choosing. No matter the material, the object never seems to snap or break. Whenever you use this power, the object is rendered unusable for its initial purpose, but at DM discretion the object may have gained some new utility or function. For the duration of the power, you can continue warping the object into new forms and shapes as an action on each of your turns.
If you target an object, weapon, or suit of armor that is being worn or held by another creature, that creature gets to make a Strength saving throw to resist the effect, ending the power on a success. If the target was a weapon, that creature can no longer make attacks with that weapon for the duration of the power. If the target is a suit of armor, the target loses the benefit to armor class that suit of armor provides, usually setting their armor class to 10 + their Dexterity modifier. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, you can target one additional for every two power levels above 2nd. At a power level of 5th, you can target large-sized objects, weapons, and suits of armor. At a power level of 7th, you can target huge-sized objects, weapons, and suits of armor. At a power level of 9th, you can target gargantuan-sized objects, weapons, and suits of armor.
See Invisibility (Psionic)
2nd-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Phantasmal Force (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your psionic save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the power ends.
While a target is affected by the power, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Blur (Psionic)
2nd-level psychoportation
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 10 minutes
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Shed Flesh
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
You rapidly shed off skin, hair, and flesh before rapidly growing it back, purging your body. You are cured of all diseases, and if you are suffering from the blinded, deafened, or poisoned conditions, those immediately end.
Invisibility (Psionic)
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or manifests a power.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, you can target one additional creature for each power level above 2nd.
Zone of Truth (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 10 minutes
You create a psionic zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the power ends, a creature that enters the power's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Shield (Psionic)
2nd-level psychokinesis
- Manifest Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
3rd level
Antipower
3rd-level psychokinesis
- Manifest Time: 1 reaction, which you take when you see a creature within 60 feet of you manifesting a power
- Range: 60 feet
- Duration: Instantaneous
You attempt to interrupt a creature in the process of manifesting a power. If the creature is manifesting a power of 3rd level or lower, its power fails and has no effect. If it is manifesting a power of 4th level or higher, make an ability check using your psionic ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power level you manifest this power at.
Clairvoyance (Psionic)
3rd-level clairsentience
- Manifest Time: 10 minutes
- Range: 1 mile
- Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you manifest this power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Dispel Psionics
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
Choose one creature, object, or psionic effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your psionic ability. The DC equals 10 + the power's level. On a successful check, the power ends.
At Higher Levels. When you manifest this power at a power of 4th level or higher, you automatically end the effects of a power on the target if the power's level is equal to the level of the power level you manifest this power at.
Ectoplasmic Form
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape.
For the duration, you have resistance to the damage of psionic effects and powers and immunity to poison damage and the poisoned condition. Your only movement option is a fly speed of 20 feet and you cannot make weapon attacks, cast spells, or use powers. You can pass through small holes, narrow openings, and even mere cracks.
You cannot speak normally, though you can speak telepathically with any creature within 30 feet of you that shares at least one language with you. You also cannot manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with.
Ectoplasmic Cocoon
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
Writhing strands of ectoplasm reach out from the Astral Plane to envelop a large or smaller creature of your choice within range. The target must make a Dexterity saving throw (it can willingly fail), or be encased entirely by this cocoon.
For the duration of the spell, the target is restrained and the only actions it can take are one which are entirely mental (such as using psionics or casting spells with no somatic, material, or verbal components). The cocoon makes no attempt to keep a creature aloft if it is flying or swimming, and is falls or sinks if nothing else is keeping it up. The ectoplasm blocks escape by teleportation or through the Ethereal Plane.
The cocoon itself provides full cover to the creature, and the cocoon has an AC of 13, 30 hit points, and immunity to poison and psychic damage. If the cocoon is reduced to 0 hit points, it is destroyed and the creature is freed. Otherwise, the cocoon disappears when the spell ends.
At Higher Levels. Whenever you manifest this power at a power level of 4th level or higher, the cocoons AC increases by 1 and its HP increases by 20.
Energy Burst
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Instantaneous
Choose between cold, fire, lightning, and thunder. You create an explosion of unstable ectoplasmic energy of that type originating from a point within range. Each target within 20 feet of that point must make a Dexterity saving throw, taking 6d6 damage of the damage type you chose on a failed save, or half as much on a success. Additionally, there is an additional effect based on the damage type chosen:
Cold. Each target that takes damage has their speed reduced by 10 feet until the start of your next turn.
Fire. Objects that aren't being worn or carried in the area are set alight.
Lightning. Each target that fails their save cannot take reactions until the start of your next turn.
Thunder. Each target that fails their save is pushed 5 feet away from the center of the area.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Energy Wall
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
Choose between cold, fire lightning, and thunder. You create a wall made of that energy within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the power ends.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 damage of the element you chose, or half as much damage on a successful save.
One side of the wall, selected by you when you manifest this power, deals 4d6 damage of the element you chose to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Eradicate Invisibility
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (30-foot radius)
- Duration: 1 minute
You radiate a psychokinetic burst that reveals invisible creatures and objects within range. For the duration, invisible creatures and objects can be seen, appearing as they normally would if visible. Creatures that are naturally invisible instead have a faint outline around their form.
Evade
3rd-level psychoportation
- Manifest Time: 1 reaction, which you take in response to being targeted by an attack, or by an effect that forces you to make a Dexterity saving throw
- Range: Self (30-foot radius)
- Duration: Instantaneous
You disappear in a flash of light before teleporting to an unoccupied space you can see within range. If this power would put you out of the range of the triggering attack or effect, you successfully evade it. If it was an attack, it simply misses. If the effect would force a Dexterity saving throw, you automatically succeed your save, and if you would take half damage on a success, you instead take no damage.
Fly
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, you can target one additional creature for each power level above 3rd.
Frozen Rain
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
Choose a point on the ground you can see within range. The air in a 20-foot-radius, 60-foot high cylinder centered on that point becomes deathly cold and saturated with moisture. Whenever you manifest this power, each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d8 cold damage. Additionally, its speed is reduced to 0 for the duration as they are frozen in place. On a successful save, a target takes half as much damage and doesn't have their speed reduced.
As an action on each of its turns, a target that has its speed reduced can end the effect early if it succeeds on a Strength saving throw.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d8 for each power level above 3rd.
Haste (Psionic)
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Intellect Fortress
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, you can target one additional creature for each power level above 3rd. The creatures must be within 30 feet of each other when you target them.
Lesser Astral Construct
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Lesser Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following traits below. If an effect lets you choose more than one trait, you cannot pick the same trait twice. The astral construct is summoned with that trait.
- Durable. The creatures AC increases by 2 and its hit points by 5.
- Fly. The creatures walking speed increases by 15 feet and it gains a fly (hover) speed equal to its walking speed.
- Resistance. Choose any damage type. The creature has resistance to that damage type.
- Swim. The creature's walking speed increases by 15 feet and it gains a swim speed equal to its walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, use the higher level wherever the power's level appears in the stat block.
Lesser Astral Construct
Medium construct (astral), unaligned
- Armor Class 11 + the level of the power
- Hit Points 45 + 5 for each power level above 3rd
- Speed 25 feet
STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Actions
Multiattack. The construct makes a number of attacks equal to half this power's level (rounded down).
Slam. Melee Psionic Attack: your psionic attack modifier, 5 feet, one target. Hit: 2d6+5 force damage
Psionic Blast
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (30-foot cone)
- Duration: 1 round
You send out a blast of violent psychic energy in a 30-foot cone directly in front of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a creature take 3d8 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half damage and isn't stunned.
At Higher Levels. Whenever you manifest this power at a power level of 4th level or higher, the damage increases by 1d8 for each power level above 3rd.
Sending (Psionic)
3rd-level telepathy
- Manifest Time: 1 action
- Range: Unlimited
- Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The power enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Sever Link
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
As you touch a creature, you sever its link to harmful mental energies. Choose one of the following options:
- One effect charming or frightening the creature immediately ends.
- You can attempt to end one power affecting the creature of 3rd-level or lower. Make an ability check using your psionic ability. The DC equals 10 + the power's level. On a successful check, the power ends.
- You end the creatures attunement to one psionic item, even if that item is cursed.
- You destroy a psionic or crawling tattoo on the creatures body.
Time Hop
3rd-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You send a creature forward in time, causing them to disappear in a shimmer of light. An unwilling creature must make a Charisma saving throw, resisting the power on a success. An unwilling creature can repeat the save at the end of each of its turns, ending the effect on a success.
When the power ends, the target reappears in the space it left in the exact same condition, as if no time had passed at all for the creature. If the space the creature is in is occupied, it instead appears in the nearest unoccupied space.
Tongues (Psionic)
3rd-level clairsentience
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Vampiric Thirst
3rd-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: 1 minute
Your attacks sap the lifeforce from the living for the duration. Whenever you hit with an attack, you regain hit points equal to your psionic ability modifier. If you hit a construct or undead with this attack you do not gain the healing.
Protection from Energy (Psionic)
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Lightning Leap
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (60-foot line)
- Duration: Instantaneous
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 lightning 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.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Fear (Psionic)
3rd-level telepathy
- Manifest Time: 1 action
- Range: Self (30-foot cone)
- Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.
Meld Into Stone (Psionic)
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 8 hours
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the power. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Nondetection (Psionic)
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 8 hours
For the duration, you hide a target that you touch from clairsentience powers. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any clairsentience psionics or perceived through psionic scrying sensors.
Blink (Psionic)
3rd-level psychoportation
- Manifest Time: 1 action
- Range: Self
- Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the power. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the powers fails and the manifestation is wasted if you were already on that plane). At the start of your next turn, and when the power ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this power as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Hypnotic Pattern (Psionic)
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.
The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Major Image (Psionic)
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your psionic save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you manifest this power at a power level of 6th level or higher, the power lasts until dispelled, without requiring your concentration.
Stinking Cloud (Psionic)
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Pulse Wave (Psionic)
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (30-foot cone)
- Duration: Instantaneous
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each power level above 3rd.
4th level
Banishment (Psionic)
4th-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you manifest this power at a power level of 5th level or higher you can target one additional creature for each power level above 4th.
Charm Monster (Psionic)
4th-level telepathy
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: 1 hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the power ends, the creature knows it was charmed by you.
At Higher Levels. When you manifest this power at a power level of 5th level or higher, you can target one additional creature for each power level above 4th. The creatures must be within 30 feet of each other when you target them.
Confusion (Psionic)
4th-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this power or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behavior
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. Whenever you manifest this power at a power of 5th level or higher, the radius of the sphere increases by 5 feet for each level above 4th.
Dimension Door (Psionic)
4th-level psychoportation
- Manifest Time: 1 action
- Range: 500 feet
- Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you manifest this power.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.
Death Urge
4th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You plant a death-urge impulse in the a creatures unconscious. Choose a creature within range. The target must make a Wisdom saving throw or spend its next turn seeking the quickest method of ending its own life. The subject takes no other action on its turn except attempting to harm itself.
If possible, the creature may spend its turn attacking itself. Attacks against itself automatically hit.
A creature close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself. In such a case, the creature can repeat the save, refusing the hurl itself into the lethal hazard on a success.
If the target has no way to harm itself, it instead spends its turn doing nothing.
The DM has the final say in how a creature chooses to attempt to end itself. For example, if it can do harm to its enemies while also ending its own life (such as casting a fireball centered on itself) it may choose to do so.
Divination (Psionic)
4th-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
Your psionics put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.
If you manifest this power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Energy Adaptation
4th-level psychometabolism
- Manifest Time: 1 reaction, whenever you take cold, fire, lightning, or thunder damage
- Range: Self
- Duration: 1 minute
You defend yourself against the elements, gaining resistance to the triggering damage for the next minute, dispersing the energy as harmless light. You then shed bright light in a 30 foot radius and dim light for another 30 feet beyond for the duration.
Fabricate (Psionic)
4th-level metacreativity
- Manifest Time: 10 minute
- Range: 120 feet
- Duration: Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials.
Creatures or psionic items can't be created or transmuted by this power. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
Freedom of Movement (Psionic)
4th-level psychoportation
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and powers and other psionic effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Immovability
4th-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Touch
- Duration: Concentration, up to 1 hour
For the duration, a willing creature or object you touch is entirely unmoveable. The targets weight does not vary; instead, you mentally attach it to the underlying fabric of the plane. It cannot be moved against your will by any means. This includes the forces of gravity, allowing you to anchor it in midair if you wish. The target automatically succeeds on any checks or saves that would force it to move against your will. Spells, powers, and effects that attempt to teleport, banish, or plane shift the target automatically fail. Any creature the same size as the target or smaller that makes a shove attempt against it must make a Strength saving throw, being knocked prone on a failed save.
Holographic Messenger
4th-level telepathy
- Manifest Time: 1 action
- Range: Unlimited
- Duration: 1 hour
A spectral figure of your likeness appears in a location on the same plane of existence as you. You must have been to or seen this location in order to summon this hologram, otherwise the power fails.
For the duration, the hologram emits dim light in a 20-foot radius and mimics your actions, including what you say, your facial expressions, and your movements. The hologram never moves from the space you summoned it. For example, if you walk across the room, others would see the spectral figure walking in place.
The hologram cannot attack nor be attacked. Objects and creatures pass through it harmlessly and the figure cannot directly interact with anything. You can, however, see and hear as if you were in the hologram's space.
Schism
4th-level telepathy
- Manifest Time: 1 bonus action
- Range: Self
- Duration: 1 hour
Your mind splits into independent parts, allowing you to divert your mental focus in two directions. For the duration, you gain the following benefits:
- You have resistance to psychic damage.
- You have advantage on saving throws against being charmed, frightened, stunned, or knocked unconscious, and you have advantage on Constitution saving throws made to maintain concentration on a power.
- You have advantage on initiative rolls and cannot be surprised.
- You gain an additional reaction, which you regain use of at the start of each of your turns.
- You ignore the restriction for casting a leveled power with both an action and a bonus action on the same turn.
- While you are concentrating on a power, you can manifest another power that requires concentration without breaking concentration on the initial power, but the second power you cast only lasts for 1 round, ending at the end of your next turn if it hasn't ended already.
Whenever this power ends, the trauma of having both your psyches divided harms you. You must make an Intelligence saving throw or take 4d6 psychic damage and be unable to manifest powers until you complete a short or long rest. On a success, you take only half damage.
Wall of Ectoplasm
4th-level metacreativity
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Concentration, up to 10 minutes
You fashion a rolling wall of ectoplasm, imbuing it with solidity. You can make the wall up to 60 feet long, 20 feet high, and 1 inch thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 inch thick. The wall provides full cover to any creature on either side of it. A 5-foot section of wall has an AC of 13, 20 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Spells, powers, and other effects cannot pass through the wall, though they can damage it. The wall also prevents teleportation, and extends into the Ethereal Plane.
At Higher Levels. Whenever you manifest this power at a power of 5th level or higher, the hit points each segment of wall possesses increases by 5 for each power level above 4th.
Greater Invisibility (Psionic)
4th-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Psionic Eye
4th-level clairsentience
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
You create an invisible, psionic eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Delayed Detonate
4th-level psychokinesis
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 8 hours
You touch a nonpsionic object within reach that isn't currently being worn or carried by another creature. You place latent psychic energy within the object. If the object is larger than a 5-foot cube, you instead place that energy in a 5-foot cube portion of it.
If at any point your concentration ends on this power (whether you end it yourself or it is ended unwillingly), the object is destroyed and it explodes with incredible force. Each creature within 10 feet of the object must make a Dexterity saving throw or take 10d6 force damage. A creature takes half damage on a success.
While the power persists, the object can be used and moved around without triggering or disrupting the power. If the object is destroyed completely before it can explode, or is targeted by a dispel psionics power, the power ends harmlessly.
At Higher Levels. If you manifest this power at a power level of 5th level or higher, the damage increases by 1d6 for each level above 4th. A power level of 5th or 6th level gives you a duration of 24 hours. A power level of 7th or 8th level gives you a duration of 30 days. A power level of 9th level causes the power to last until dispelled.
Nightmare
4th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 hour
You attempt to send a creature within range into a deep slumber. The target must make a Charisma saving throw (it can choose to fail) or be put into a magical sleep for the duration. A creature that is already asleep automatically fails its save. While sleeping this way, the target cannot be awoken by normal means. It suffers from horrific nightmares and cannot gain the benefits of a short or long rest while sleeping.
If a creature attempts to wake the target at any point, or if they target them with an attack or effect, they must make a Charisma saving throw. On a failed save, the power ends on the sleeping creature and instead affects the new target, as they immediately fall unconscious. On a success, the power stays on the initial target and the action the new target used to interact with the initial target is wasted.
At Higher Levels. If you manifest this power at a power level of 5th level or higher, the duration increases to 8 hours. At a power level of 6th level, it increases to 24 hours. At a power level of 8th level, it lasts for 30 days. At a power level of 9th level, it is permanent until dispelled. A power level of 5th level or higher grants a duration without concentration.
Brain Sap
4th-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
You drain the mental energy from a creature you can see within range. The target must make an Intelligence saving throw or take 8d6 psychic damage and have disadvantage on the next Intelligence, Wisdom, or Charisma saving throw they make within the next minute. You then regain hit points equal to the damage you dealt and gain advantage on your next Intelligence, Wisdom, or Charisma saving throw within the next minute.
At Higher Levels. If you manifest this power at a power level of 5th level or higher, the damage increases by 1d6 for each power level above 4th.
Stone Shape (Psionic)
4th-level metacreativity
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Phantasmal Force (Psionic)
4th-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and becomes frightened for the duration, or only takes half damage on a success.
While frightened by this power, the target can use its action to strengthen its resolve and make a Wisdom saving throw. On a successful save, the power ends. Otherwise, at the end of each of the target's turns, it takes 4d10 psychic damage.
At Higher Levels. When you manifest this power at a power level of 5th level or higher, the damage increases by 1d10 for each power level above 4th.
Control Water (Psionic)
4th-level psychokinesis
- Manifest Time: 1 action
- Range: 300 feet
- Duration: Concentration, up to 1 minute
Until the power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you manifest this power. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the power's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the power's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your psionic save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Compulsion (Psionic)
4th-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Gravity Sinkhole (Psionic)
4th-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 6d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Psychic Lance
4th-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the power's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.
At Higher Levels. When you manifest this power at a power level of 5th level or higher, the damage increases by 1d6 for each power level above 4th.
5th Level
Adapt Body
5th-level psychometabolism
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
Up to 8 willing creatures within range become highly adaptable to extreme environments. Each target automatically adapts to one of the following environments whenever it enters it.
Underwater. The target gains a swim speed equal to its land speed and it can breathe underwater. The creature is also immune to the effects of extreme pressure when deep underwater.
Extreme Heat. The target gains resistance to fire damage and doesn't need to make saves against exhaustion caused by the heat. If the environment features airborne ash, sand, or soot that makes it difficult or deadly to breathe, it is not harmful to the target.
Extreme Cold. The target gains resistance to cold damage and doesn't need to make saves against exhaustion caused by the cold. Additionally, the target ignores any difficult terrain caused by deep snow and doesn't slip when walking on slippery ice.
Vacuum. The target no longer needs to breathe and doesn't take any damage from being in said vacuum.
Other Environments. If an environment has natural hazards, such as lava, acid, or electricity, the target gains resistance to the damage of those natural hazards.
A creature loses its adaptations when it leaves the environment.
Animate Objects
5th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Objects come to life at your command. Choose one of the following options below:
- You animate up to 3 medium objects within range.
- You animate up to 2 large objects within range.
- You animate 1 huge object within range.
- You animate at least 10 and up to 40 small or tiny objects in a 20-foot radius within range, creating a swarm of animated objects.
Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. The creatures are allies to you and your companions. In combat, the creatures share your initiative count, but it take their turn immediately after yours. They obey your mental commands (no action required by you). If you don't issue any, each creature takes the Dodge action and uses its move to avoid danger.
Animated Objects Statistics
| Size | HP | AC | Attack | STR | DEX |
|---|---|---|---|---|---|
| Medium | 30 | 16 | one attack, reach 5 ft., 2d8+1 damage | 10 | 12 |
| Large | 45 | 15 | one attack, reach 5 ft., 2d12+2 damage | 14 | 10 |
| Huge | 100 | 13 | two attacks, reach 10 ft., 3d6+4 damage | 18 | 6 |
| Swarm | 80 | 19 | each creature in its space, 2d10 + 4 damage | 10 | 18 |
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. It is immune to poison and pyschic damage, and is immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you animate a swarm, it is also immune to the grappled and prone conditions, and can occupy another creature's space and vice versa. The swarm can also move through any opening large enough for each individual object, and the swarm can't regain hit points or gain temporary hit points. The swarm's size is also determined by how many objects you animate; medium for 10, large for 20, huge for 30, and gargantuan for 40.
If you command an object to attack, it can make attacks as described in its statistics. It makes a slam attack with an attack bonus equal to your spell attack bonus and damage determined by its size. The DM determines the damage type of the attack, such as bludgeoning for a broom, slashing for a knife, or fire for a torch. If it deals bludgeoning, piercing, or slashing damage, the damage is considered magical.
Astral Construct
5th-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following traits below. If an effect lets you choose more than one trait, you cannot pick the same trait twice. The astral construct is summoned with that trait.
- Durable. The creatures AC increases by 2 and its hit points by 10.
- Fly. The creatures walking speed increases by 20 feet and it gains a fly (hover) speed equal to its walking speed.
- Resistance. Choose any two damage types. The creature has resistance to those damage types.
- Swim. The creautres walking speed increases by 20 feet and it gains a swim speed equal to its walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 6th level or higher, use the higher level wherever the power's level appears in the stat block.
Astral Construct
Large construct (astral), unaligned
- Armor Class 12 + the level of the power
- Hit Points 60 + 5 for each power level above 5th
- Speed 30 feet
STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Actions
Multiattack. The construct makes a number of attacks equal to half this power's level (rounded down).
Slam. Melee Psionic Attack: your psionic attack modifier, 5 feet, one target. Hit: 2d6+7 force damage
Baleful Teleport
5th-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You teleport miniscule portions of a creature within range, scattering them about. The target must make a Charisma saving throw. On a failed save, the target is teleported in a random direction and takes 4d8 force damage. Roll a 1d20 and consult the table below.
| d20 | Direction |
|---|---|
| 1 | 10 feet west |
| 2 | 10 feet east |
| 3 | 10 feet north |
| 4 | 10 feet south |
| 5 | 10 feet up |
| 6 | 10 feet down |
| 7 | 20 feet west |
| 8 | 20 feet east |
| 9 | 20 feet north |
| d20 | Direction |
|---|---|
| 10 | 20 feet south |
| 11 | 20 feet up |
| 12 | 20 feet down |
| 13 | 30 feet west |
| 14 | 30 feet east |
| 15 | 30 feet north |
| 16 | 30 feet south |
| 17 | 30 feet up |
| 18 | 30 feet down |
| 19-20 | No teleportation |
On a success, the target only takes half damage and isn't teleported.
If the creature would end up in an occupied space as part of this ability, they instead teleport to the nearest unoccupied space in that direction.
As a bonus action on subsequent turns, you can repeat the effect on the same target, rolling for the direction they teleport each time.
At Higher Levels. When you manifest this power at a power of 6th level or higher, the damage increases by 1d8 for each power level above 5th.
Creation (Psionic)
5th-level metacreativity
- Manifest Time: 1 minute
- Range: 30 feet
- Duration: Special
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Creation
| Material | Duration |
|---|---|
| Vegetable matter | 1 day |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
Using any material created by this power as another power's material component causes that power to fail.
At Higher Levels. When you manifest this power at a power of 6th level or higher, the cube increases by 5 feet for each power level above 5th.
Death Field
5th-level psychometabolism
- Manifest Time: 1 action
- Range: Self (30-ft radius)
- Duration: Instantaneous
You create a field of death that emanates in a 30 foot radius around you as you sacrifice your lifeforce. You take 6d8 necrotic damage. This damage cannot be negated or reduced in any way. Then each creature within the radius other than yourself must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to twice the necrotic damage you took. On a success, they instead take the same amount of necrotic damage you took.
At Higher Level. When you manifest this power at a power level of 6th or higher, the damage increases by 1d8 for each power level above 5th.
Dominate Person (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.
At Higher Levels. When you manifest this power at a power level of 6th-level, the duration is concentration, up to 10 minutes. At 7th-level, the duration is concentration, up to 1 hour. At 8th-level, the duration is concentration, up to 8 hours.
Hail of Crystals
5th-level metacreativity
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Instantaneous
You create a 2-foot diameter ball of psionic crystal and hurl it towards a creature you can see within range. On a hit, the target takes 4d10 points of bludgeoning damage. Regardless of whether the attack hits or misses the orb explodes. The target and each creature in a 20 ft. radius sphere originating from a point in the initial targets space must make a Dexterity saving throw, taking 6d10 piercing damage on a failed save, or half as much on a success.
At Higher Levels. When you manifest this power at a power of 6th level or higher, both damage rolls increase by 1d10 for each power level above 5th.
Modify Memory (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels. If you manifest this power at a power level of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Psychic Crush
5th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
Your will abruptly and brutally crushes the mental essence of any one creature within range. The target must make an Intelligence saving throw, taking 7d12 psychic damage on a failed save or half as much on a success.
When you manifest this power at a power level of 6th level or higher, the damage increases by 1d12 for each power level above 5th.
Synaptic Static (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Scrying (Psionic)
5th-level clairsentience
- Manifest Time: 10 minutes
- Range: Self
- Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge of Target
| Knowledge | Save Modifier |
|---|---|
| Secondhand (you have heard of the target) | +5 |
| Firsthand (you have met the target) | +0 |
| Familiar (you know the target well) | -5 |
Connection to Target
| Connection | Save Modifier |
|---|---|
| Likeness or picture | -2 |
| Possession or garment | -4 |
| Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected, and you can't use this power against it again for 24 hours.
On a failed save, the power creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn't move.
Telekinesis (Psionic)
5th-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you manifest the power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your psionic ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.
If the object is worn or carried by a creature, you must make an ability check with your psionic ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Bigby's Hand (Psionic)
5th-level psychokinesis
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the power's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you manifest the power and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee psionic attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your psionic ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your psionic ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels. When you manifest this power at a power level of of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each power level above 5th.
Teleportation Circle (Psionic)
5th-level psychoportation
- Manifest Time: 1 minute
- Range: 10 feet
- Duration: 1 round
As you manifest the power, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to manifest this power, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by manifesting this power in the same location every day for one year. You need not use the circle to teleport when you manifest the power in this way.
Wall of Force (Psionic)
5th-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
A translucent wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Hold Monster (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.
At Higher Levels. When you manifest this power at a power level of 6th level or higher, you can target one additional creature for each power level above 5th. The creatures must be within 30 feet of each other when you target them.
Mislead (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or manifest a power.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Antilife Shell (Psionic)
5th-level psychokinesis
- Manifest Time: 1 action
- Range: Self (1o-foot radius)
- Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the power ends.
Dream (Psionic)
5th-level telepathy
- Manifest Time: 1 minute
- Range: Special
- Duration: 8 hours
This power shapes a creature's dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the power. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you manifest the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Temporal Shunt (Psionic)
5th-level psychoportation
- Manifest Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to manifest a power
- Range: 120 feet
- Duration: 1 round
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you manifesting the power or being affected by it.
At Higher Levels. When you manifest this power at a power level of 6th level or higher, you can attempt to vanish one additional creature within 30 feet of the initial target for each power level above 5th.
6th Level
Breath of the Black Dragon
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Self (90-foot line)
- Duration: Instantaneous
You exhale a 15-foot wide, 90-foot long line of acid in front of you. Each creature within that line must make a Dexterity saving throw, taking 10d8 acid damage on a failed save or half as much on a successful one.
At Higher Levels. When you manifest this power at a power level of 7th level or higher, the damage increases by 2d8 for each power level above 6th.
Contingency (Psionics)
6th-level clairsentience
- Manifest Time: 10 minutes
- Range: Self
- Duration: 10 days
Choose a power of 5th level or lower that you can manifest, that has a casting time of 1 action, and that can target you. You cast that power—called the contingent power—as part of manifesting contingency, expending psi-points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you manifest the two powers. For example, a contingency manifested with time hop might stipulate time hop manifests on you when you are targeted by an attack.
The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends.
Disintegrate (Psionics)
6th-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 8d6 + 40 force damage, or half as much on a success. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 + 5 for each slot level above 6th.
Energy Immunity
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
For the duration, the willing creature you touch has immunity to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Fuse Flesh
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 minute
You cause a creatures flesh to ripple, grow, and meld together in a horrific manner. The target of the power must make a Constitution saving throw. On a failed save, the target is restrained, incapacitated, and falls prone, with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The target otherwise retains all of its basic bodily function (such as the ability to breathe). If the creature succeeds the save, it is incapacitated until the end of its next turn as it reels from the experience of having its fleshed shaped.
If the creature fails the initial save, it must repeat the save at the end of its next turn or have its eyes and ears fuse over, causing the creature to be blinded and deafened. If it succeeds, it is stunned until the end of its next turn as its flesh violently shifts back to normal, at which point the power ends.
If you maintain concentration on this power for the full duration, the effects of the power are permanent until dispelled.
Creatures that are incorporeal, that do not possess any flesh, shapechangers, creatures immune to petrification, and constructs are unaffected by this power.
Mass Suggestion (Psionic)
6th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the power.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the power ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this power, the power ends for that creature.
At Higher Levels. When you manifest this power at a power level of 7th-level, the duration is 10 days. When you manifest it at 8th-level, the duration is 30 days. When you manifest it at 9th-level, the duration is a year and a day.
Mass Tinnitus
6th-level telepathy
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Concentration, up to 1 minute
Each creature within a 20 ft. sphere originating from of a point within range must make a Wisdom saving throw. On a failed save, they are deafened, and at the start of each of the targets turns, roll a d6. They take that amount of psychic damage and suffer a penalty to attack rolls, ability checks, and Concentration saving throws made to concentrate on a spell or power until the start of their next turn. A creature can repeat the saves at the end of each of its turns, ending the effect on a success.
Because this effect is psychological and not physiological, this power affects creatures that do not normally hear, though undead and constructs are immune to this powers effects.
Suspend Life
6th-level psychometabolism
- Manifest Time: 10 minutes
- Range: Touch
- Duration: Until Dispelled
A willing creature you touch during the manifesting of this power falls into a deep slumber, appearing as if they had recently died. The target becomes unconscious for the duration. While unconscious in this way, the creature does not age and doesn't need to eat, drink, or breathe. Despite being unconscious, the target is aware of its surroundings and the passage of time, though a single year seems to pass by like a day to the target. The creature can engage in entirely mental activities, such as casting spells that lack any components or using powers.
The creature can choose to awaken from this suspension at any time during the powers duration, and also automatically awakens when it takes damage. When it chooses to awake this way, it remains in a lethargic state for 1 minute, imposing disadvantage on its attack rolls and ability checks and reducing its speed by half.
Tower of Iron Will
6th-level telepathy
- Manifest Time: 1 action
- Range: Self (30-foot radius)
- Duration: Concentration, up to 1 minute
An aura of mind-protecting psionics emanates from you in a 30-foot radius. For the duration, you and creatures of your choice within the aura have advantage on Intelligence, Wisdom, and Charisma saving throws, immunity to psychic damage, and immunity to the charmed and frightened conditions.
True Seeing (Psionic)
6th-level clairsentience
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by psionics, and can see into the Ethereal Plane, all out to a range of 120 feet.
Globe of Invulnerability
6th-level metacreativity
- Manifest Time: 1 action
- Range: Self (10-foot radius)
- Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level spell slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such power.
At Higher Levels. When you manifest this power at a power level of 7th level or higher, the barrier blocks powers of one level higher for each power level above 6th.
Eyebite
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
For the power's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the power ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this manifestation of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Programmed Illusion
6th-level metacreativity
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Until Dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your psionic save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Mental Prison
6th-level metacreativity
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the power ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the power's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the power ends.
Gravity Fissure
6th-level psychokinesis
- Manifest Time: 1 action
- Range: Self (100-foot line)
- Duration: Instantaneous
You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you manifest this power at a power level of 7th level or higher, the damage increases by 1d8 for each power level above 6th.
7th Level
Crsis of Life
7th-level psychometabolism
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You attempt to instantly stop the heartbeat of a humanoid you can see within range. The target must make a Constitution saving throw. If the target has 100 hit points or less and fails its save, it immediately dies. If the target succeeds its save, or if it has over 100 hit points, it instead takes 4d10 + 30 necrotic damage. This damage ignores resistance but not immunity to necrotic damage.
At Higher Levels. When you manifest this power at a power level of 8th-level, the power instantly kills a humanoid with 125 hit points or less on a failed save. At 9th level, it instantly kills a humanoid with 150 hit points or less.
Divert
7th-level psychoportation
- Manifest Time: 1 reaction, whenever one or more creatures or objects attempt to teleport
- Range: 500 feet
- Duration: Instantaneous
You attempt to redirect teleporting targets to a location of your choosing. If targets are unwilling creatures, they must make a Charisma saving throw, negating the power on a success.
On a failure, you teleport the target to a location of your choosing. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the target arrives there successfully. The DM rolls d100 and consults the table.
Teleportation
| Familiarity | Mishap | Similar | Off-Target | On-Target |
|---|---|---|---|---|
| Associated Object | — | — | — | 01-100 |
| Very Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Seen Casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Viewed Once | 01-43 | 44-53 | 54-73 | 74-100 |
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
| False Location | 01-50 | 51-100 | — | — |
Familiarity. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you manifest the power. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. The target appears where you want it to.
Off Target. The target appears a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if it tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then it would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If the target was teleporting to a coastal city and wound up 18 miles out at sea, it could be in trouble.
Similar Area. The target winds up in a different area that's visually or thematically similar to the target area. If the target was heading for its home laboratory, for example, it might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as its laboratory. Generally, the target appears in the closest similar place, but since the power has no range limit, the target could conceivably wind up anywhere on the plane.
Mishap. The power's unpredictable energy results in a difficult journey. The target takes 3d10 force damage, and the DM rerolls on the table to see where it wind up (multiple mishaps can occur, dealing damage each time).
Empower
7th-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
You imbue a huge or smaller nonmagical object you touch with sentience, sapience, and psionic ability. The target gains Intelligence, Wisdom, and Charisma scores of 10. It has blindsight out to a range of 30 ft. (blind beyond this range) and can communicate telepathically with any creature within 30 ft. of it (no shared language required). Additionally, choose mystic power of 2nd-level or lower that you know. That object can manifest that power without expending psi points, regaining ability to do so again whenever it takes a long rest. The DM otherwise determines the statistics of the creature.
The empowered object is charmed by you for 30 days. Whenever the charm ends, the empowered object chooses whether to remain friendly to you depending on how you treated it while it was charmed.
Etherealness
7th-level metacreativity
- Manifest Time: 1 action
- Range: Self
- Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the power. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This power has no effect if you manifest it it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you manifest this power at a power level of 8th level or higher, you can target up to three willing creatures (including you) for each power level above 7th. The creatures must be within 10 feet of you when you manfiest the power.
Greater Astral Construct
7th-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Greater Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following traits below. If an effect lets you choose more than one trait, you cannot pick the same trait twice. The astral construct is summoned with that trait.
- Durable. The creatures AC increases by 2 and its hit points by 20.
- Fly. The creatures walking speed increases by 30 feet and it gains a fly (hover) speed equal to its walking speed.
- Resistance. Choose any 3 damage types. The creature has resistance to those damage types.
- Immunity. Choose a damage type or bludgeoning, piercing, and slashing damage from nonpsionic attacks. The creature gains immunity to those damage types.
- Swim. The creatures walking speed increases by 30 feet and it gains a swim speed equal to its walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 8th level or higher, use the higher level wherever the power's level appears in the stat block.
Greater Astral Construct
Huge construct (astral), unaligned
- Armor Class 13 + the level of the power
- Hit Points 80 + 10 for each power level above 8th
- Speed 40 feet
STR DEX CON INT WIS CHA 28 (+9) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Senses passive Perception 10
- Languages understands the languages you speak
Actions
Multiattack. The construct makes a number of attacks equal to half this power's level (rounded down).
Slam. Melee Psionic Attack: your psionic attack modifier, 5 feet, one target. Hit: 2d6+9 force damage
Intellect Bomb
7th-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 8 hours
You implant a psychic bomb into a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target has the bomb implanted without their knowledge. On a success, the bomb is still implanted, but the creature is immediately made aware that you affected it psionically. This power otherwise has no tells.
At any point after you have implanted the bomb, you can use a bonus action to detonate it (if you have multiple intellect bombs active, you can activate any of your bombs at the same time). When you detonate it, the target and each creature within 30 ft. of it must make an Intelligence saving throw, taking 14d6 psychic damage on a failed save or half as much on a success. This effect ignores physical barriers, potentially affecting creatures through walls, though is stopped by a thin sheet of lead.
This power ends early without detonating if the target dies.
At Higher Levels. When you manifest this power at a power level of 8th level, the duration increases to 24 hours. When you manifest this power at a power level of 9th level, the duration becomes permanent until dispelled and no longer requires concentration.
Mass Ectoplasmic Cocoon
7th-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
Writhing strands of ectoplasm reach out from the Astral Plane to envelop up to 7 large or smaller creatures of your choice within range. A target must make a Dexterity saving throw, or be encased entirely by this cocoon.
For the duration of the power, the target is restrained and the only actions it can take are one which are entirely mental (such as using psionics or casting spells with no somatic, material, or verbal components). The cocoon makes no attempt to keep a creature aloft if it is flying or swimming, and is falls or sinks if nothing else is keeping it aloft.
Teleportation and other forms of travel provide a means to escape, but the ectoplasm extends into the Ethereal Plane, blocking escape via that route.
The cocoon itself provides full cover to the creature, and the cocoon has an AC of 10, 30 hit points, and immunity to poison and psychic damage. When the power ends, the cocoon disappears.
At Higher Levels. When you manifest this power at a power level of 8th-level or higher, you can target one additional creature for each power level above 7th.
Reddopsi
7th-level psychokinesis
- Manifest Time: 1 reaction, whenever you see someone manifest a power that targets you or an allied creature
- Range: 60 feet
- Duration: Special
You attempt to turn a power that only targets you or another allied creature against its manifester. A power of 7th level or lower immediately targets the initial manifester instead, as if they had targeted themselves, using their own psionic save DC or attack bonus. If the power is of 8th level or higher, you must make an ability check using your psionic ability. The DC of the check is 10 + the level of the power. On a success, the initial manfiester is targeted by their own power.
The duration of this power is equal to the duration of the initial power manifested. If the initial power required concentration, you must concentrate on it instead of the initial manifester.
At Higher Levels. When you manifest this power at a power of 8th level or higher, the interrupted power is automatically targets the initial manifeester if its level is less than or equal to the level of the power level you manifest this power at.
Teleport
7th-level psychoportation
- Manifest Time: 1 action
- Range: 10 feet
- Duration: Instantaneous
This power instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Teleportation
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Permanent circle | — | — | — | 01–100 |
| Associated object | — | — | — | 01–100 |
| Very familiar | 01–05 | 06–13 | 14–24 | 25–100 |
| Seen casually | 01–33 | 34–43 | 44–53 | 54–100 |
| Viewed once | 01–43 | 44–53 | 54–73 | 74–100 |
| Description | 01–43 | 44–53 | 54–73 | 74–100 |
| False destination | 01–50 | 51–100 | — | — |
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you manifest the power. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the power has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The power's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Temporal Acceleration/Deceleration
7th-level psychoportation
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Concentration, up to 1 minute
You create a 30-foot radius sphere of distorted time originating from a point within range. Whenever a creature starts their turn in the sphere or enters it for they are affected by the power until the start of their next turn or until they are no longer in the sphere. Choose one of the following effects.
Acceleration. A creatures speed doubled, attacks against them have disadvantage, they have advantage on Dexterity saving throws, and once on each of their turns they can take an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Deceleration. A creatures speed is halved, attacks against them have advantage, they have disadvantage on Dexterity saving throws, and they cannot use reactions. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
Mirage Arcane (Psionic)
7th-level metacreativity
- Manifest Time: 10 minutes
- Range: Sight
- Duration: 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The power doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the power's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Project Image (Psionic)
7th-level metacreativity
- Manifest Time: 1 action
- Range: 500 miles
- Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Plane Shift (Psionic)
7th-level psychoportation
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee psionic attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Forcecage (Psionic)
7th-level psychokinesis
- Manifest Time: 1 action
- Range: 100 feet
- Duration: Concentration, up to 1 hour
An immobile, invisible, cube-shaped prison composed of psionic force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers manifest into or out from the area.
When you manifest the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonpsionic means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that psionics to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This power can't be dispelled by dispel psionics.
Reverse Gravity (Psionic)
7th-level psychokinesis
- Manifest Time: 1 action
- Range: 100 feet
- Duration: Concentration, up to 1 minute
This power reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you manifest this power. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
8th Level
Feeblemind (Psionic)
8th-level telepathy
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, use powers, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.
The power can also be ended by greater restoration, heal, or wish, or bend reality.
Insanity
8th-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 40-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this power or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Insanity Behavior
| d10 | Behavior |
|---|---|
| 1-2 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 3-7 | The creature doesn't move or take actions this turn. |
| 8-9 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 10 | The creature can repeat the save against the effect, ending it on a success. On a failure, it does nothing. |
If you maintain concentration on this power for the full duration, creatures still affected suffers the effects of the power permanently or until it is dispelled.
Dominate Monster (Psionic)
8th-level telepathy
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Concentration, up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.
At Higher Levels. When you manifest this power at a power level of 9th-level, the duration is concentration, up to 8 hours.
Mind Blank (Psionic)
8th-level telepathy
- Manifest Time: 1 action
- Range: Touch
- Duration: 24 hours
Until the power ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The power even foils wish spells and power or effects of similar strength used to affect the target's mind or to gain information about the target.
Shadow Body
8th-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
Your body and all of your equipment become nothing but wispy bits of faint shadow. For the duration, you gain the following benefits:
- You are invisible while you are in any area of dim light or darkness.
- You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You have resistance to acid, cold, fire, lightning, and thunder damage.
- You gain a fly speed equal to your walking speed. This speed is doubled while you are in any area of dim light or darkness.
- You can pass through other creatures and objects as if they were difficult terrain. If you end your turn inside the space of another creature or inside an object, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you travel.
While in this shadow form, you cannot make weapon attacks or interact with objects, though you can still use powers, spells, and other abilities and class features. You also have vulnerability to radiant damage. Each time you take radiant damage while in this form, make a Charisma saving throw. On a failed save, the power immediately ends.
Truthear
8th-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
For the duration, you always know whether something you read or hear is a lie. You also immediately can identify illusions as being false, gaining advantage on saving throws made against illusion spells. Finally, whenever you make a Wisdom (Insight) check, you can replace the number you roll with a 15.
Telepathy (Psionic)
8th-level telepathy
- Manifest Time: 1 action
- Range: Unlimited
- Duration: 24 hours
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The power ends if you or the target are no longer on the same plane.
Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Reality Break (Psionic)
8th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the power ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the power on itself on a success.
Reality Break Effects
| d10 | Effect |
|---|---|
| 1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. |
| 3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. |
| 6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. |
| 9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn. |
Maddening Darkness (Psionic)
8th-level metacreativity
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Concentration, up to 10 minutes
Psionic darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-psionic light, as well as light created by powers of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Illusory Dragon (Psionic)
8th-level metacreativity
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the power's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Glibness (Psionic)
8th-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
Until the power ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Antipathy/Sympathy (Psionic)
8th-level telepathy
- Manifest Time: 1 hour
- Range: 60 feet
- Duration: 10 days
This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Dark Star (Psionic)
8th-level psychokinesis
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Concentration, up to 1 minute
This power creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the power's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonpsionic light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a power that includes a verbal component is impossible there.
Any creature that enters the power's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except psionic items, are reduced to a pile of fine gray dust.
9th Level
Astral Projection
9th-level psychometabolism
- Manifest Time: 1 hour
- Range: 10 feet
- Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the power fails and the manifesting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this power, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The power ends for you and your companions when you use your action to dismiss it. When the power ends, the affected creature returns to its physical body, and it awakens.
The power might also end early for you or one of your companions. A successful dispel psionics power used against an astral or physical body ends the power for that creature. If a creature's original body or its astral form drops to 0 hit points, the power ends for that creature. If the power ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Bend Reality
9th-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
This power is the most powerful psionic ability any mortal can possess. Through your sheer will, you manifest one of the following effects of your choice:
- You duplicate any power of 8th level or lower
- Undo the effects of most harmful powers, like insanity and fuse flesh
- You grant up to ten creatures you can see immunity to a single power or other psionic effect for 8 hours.
- You instantly change the material, shape, or other element of an object or group of objects that you can see. The object or objects cannot be any larger than a 40-foot square.
You can attempt to bend reality in a way not described above. State to the DM how you attempt to bend reality as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the effect desired, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you attempted to shape reality. For example, you might bend reality so that a creatures flesh is permanently made out of invulnerable adamantine, only for that creature to collapse from the sheer weight of its own body.
Using the power for any effect other than duplicating another power takes a great toll on your mind. After suffering that great toll, every time you manifest a power, you take 1d10 psychic damage per level of that power. This damage can't be reduced or prevented in any way. Additionally, your Intelligence, Wisdom, and Charisma scores are all reduced to 8, if it isn't 8 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to manifest bend reality ever again if you suffer this stress.
Psychic Scream (Psionic)
9th-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Time Leap
9rd-level psychoportation
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
You and up to 9 other willing creatures within range jaunt forward in time, causing them to disappear in a shimmer of light. When the power ends, each target reappears in the space it left in the exact same condition it left in, as if no time had passed at all for the creature. If the space the creature is in is occupied, it instead appears in the nearest unoccupied space.
You can choose to end this power early at any time before the duration ends.
Time Stop (Psionic)
9rd-level psychoportation
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This power ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the power ends if you move to a place more than 1,000 feet from the location where you manifest it.