Psychic and Spiritual Handbook by Therin Creative for D&D 5e

by Therin

Search GM Binder Visit User Profile
PSYCHIC and
SPIRITUAL HANDBOOK
Sourcebook

PSYCHIC and SPIRITUAL HANDBOOK

By Therin Creative
For use with Dungeons & Dragons 5th edition.

Credits


Designer: Therin a'Ghaleon
Writing: Therin a'Ghaleon

Cover Illustrator: Juho Huttunen






Last Updated: 11 November, 2022



The Psychic and Spiritual Handbook is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Inspired by the original game created by Dave Arneson and E. Gary Gygax, with Brian Blume, Rob Kuntz, James Ward, and Don Kaye

Empowered by the current edition created by Jeremy Crawford and Mike Mearls, with Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, and Bruce R. Cordell

Further inspired by David Noonan, Rich Baker, Mike Donais, Andrew Finch, Ed Stark, Jonathan Tweet, Steve Winter, and Blake Mobley

© Therin Creative

Submit feedback at therincreative.com

Preface

Dungeons & Dragons™ has long held a place in my heart since I started playing it in the 1980's. It was a game that allowed one to pursue creativity and imagination, backed by coherent rules, to weave tales of adventure, mystery, intrigue, horror, theatrics, valor, mischief, and so much more. It was possible to spin a narrative to one's friends, creating scenarios and situations to allow them to devise their own means to overcome the challenges before them. For me, it was the perfect past time, allowing me to freely pursue my own creativity.

Through the years, D&D changed and evolved, telling stories of gallant paladins, powerful wizards, and even resolute psionicists starting in 2nd edition. In 1st edition, psionics were this, mostly overpowered, lottery of special powers, but with the 2nd edition of AD&D, the Psionic Handbook was introduced offering a much more reasonable approach to psychic powers. It was hear that I developed a fondness for psionics in my D&D.

When 3rd edition D&D came about, I'll confess I was disappointed that there were no psionic classes in the Player's Handbook, but it wasn't that long until psionics were brought back in their own book. This iteration saw psionic powers lean a lot harder on the spell system of 3/3.5e D&D, but the classes were much better assembled. When 3.5e released the "Complete" series, optional rules for each concept of classes, Complete Psionic was included, a testament to the place psionics held in the fabric of D&D.

It was my surprise that 5th edition D&D had left a hole were psionics were concerned for so long. It wasn't until the release of Tasha's Cauldron of Everything that we saw an official release of psionics for 5e, months after I embarked on this project.

This project began under the original goal of creating a psionic power system that was easy to adapt and that update a lot of the older psionic material. Those were different times. After dozens of hours of testing and countless hours of writing, designing, and more, the project evolved into something more than its original vision: it became a thorough integration with 5e to include the fantasy that drives psionic powers and psychic abilities.

Old class names like the psion and wilder were replaced, and many of the updated concepts for subclasses were completely reimagined over time, creating a stronger design that I hope you enjoy. It has been phenomenal to design and work on this sourcebook for all your psionic needs and desires.

While there are some out there who question the inclusion of psychic abilities in their fantasy settings, for those like me, they are an inimical part of fantasy, from the legendary accomplishments of figures such as Hattori Hanzou or the Buddha to the hyper-aware abilities of elder gods and aberrant horrors to the palm-reading seer.

I’m going to get this out of the way upfront. If you are a player wanting to use these rules, consult your DM first. Psychic abilities need to be woven into a campaign properly and not tacked on, and as such, may not be suitable for all games. The DM is the final arbiter on what materials to include in any given game of D&D.

With this project, I balanced two core objectives. First, the system needed to lean upon the foundation of 5th edition D&D in a way that it both fit within the framework of 5e mechanics and that it would be relatively easy for players to pick up by using familiar terms and mechanics. Second, psionics needed to feel unique and not feel like magic by another name. During development, I also recognized that there were some aspects of earlier psionic design that players wanted (e.g. power points). It was also important that psionic power don’t end up in a position of being better spells, which was further justification to make a separate mechanical track for them. At no point should the existence of a “psionicist” class render the sorcerer class obsolete.

The result of this balancing act is the powers system presented herein. When adapting material from 2nd and 3rd edition, one of the first things I set out to do was to throw away everything that was “spell name [psionic]” as these served to blur the line between powers and spells a little too much for my taste. What I did make a point to do, was to adapt the specific mechanics of spells with similar and allied effects such that the language is the same so players can swiftly learn the powers.

In the end, you will find that psionic powers have a distinct flavor brewed in the intersection of the mechanics. Building a psychic character will feel familiar to building a spellcasting one, but when that character expends power points, it will feel and play differently than the spellcaster expending spell slots.

So, reader, I offer you this book resplendent with knowledge and tools to introduce psionic powers, psychic abilities, supernatural phenomena into your games. This book is free to all who would use it, consistent with the Fan Content policy. It is yours to use, adapt, and expand. I made sure to include rules to aid you in your own creations, because for me, creation is what D&D is about.

It is my firmest hope that you find the contents of the Psychic and Spiritual Handbook worth the time you invest with it and that it takes your D&D campaigns to the next level. If it inspires you to concoct your own creations, related or not, then I call that a win.

May your campaigns always be interesting.

PREFACE

Introduction

This is a complete set of rules for DMs looking to incorporate psionic and psychic mechanics into 5th Edition D&D. You will need the core rules to play these rules as this sourcebook is an addition to the existing D&D rules. It is also recommended that you use these rules alongside Xanathar's Guide to Everything and Tasha's Cauldron of Everything, as these books are referenced, but worry not, the appendices include replacement options in these cases with content from the Player's Handbook.

Using this Book

The Psychic and Spiritual Handbook is loaded with new options for both players and DMs. While much of this book is built around the psionic power system, many elements stand on their own and can be used even if you don't want to use the powers. Above all, keep in mind that everything within these pages is optional. DMs are free to include what they want, alter what they need, and toss the rest.

Psionic Secrets Within These Pages

This book is arranged in chapters and appendixes for both the player and DM.

Chapter 1 contains a plethora of options for player characters, including three new classes and thirteen subclasses for the official classes. You'll find all the rules needed to run these characters. New feats are also included.

Chapter 2 is filled with the psionic powers, new spells, and rules for integrating powers with spells.

Chapter 3 is for the DM, introducing new hazards for PCs to overcome, a new plane of Existence: the Dreamscape, rules for possession, and other gameplay nuggets.

Chapter 4 is replete with new magic (or psionic if you prefer) items, including sentient psionic items.

Chapter 5 has monsters for the DM to throw at the player that leverage all the new material within this book.

Appendices are included to further expand your option. First are a number of updated races from earlier editions. Following is an roster of updating official books to be up to date with this sourcebook so the DM doesn't have to fill in the blanks, and it includes some options to replace spell selection if you don't have the cited book. Finally, there are guidelines for making your own psychic content.

Integrating Psionics

Psychic abilities aren't something to haphazardly toss in a campaign. For the best experience, you want psionics to feel like a natural part of your world (well, as natural as dragons, magic spells, and reanimated corpse anyhow). Tying psionics to spirits and related phenomena is a common tactic. Also, the ki of the monk class is functionally an avenue of psionic ability. Psionics easily exist alongside abominations from the Far Realm, and many classic monsters already leverage psionics to some degree, such as the mind flayer.

When you build your campaign's world, you may also want to think about how the people leverage and react to psionics. You could have rivalries between spellcasters and power manifesters, each vying for supremacy over the other discipline. Your world can also have psionics living harmoniously with the rest of the magical world: kingdoms employ psychic guards and assassins, the town healer using psionic powers to transfer ailments from one patient to another. You may even consider having psionics start as an intrusion into your world, maybe spearheaded by an invasion from the Underdark or Far Realm, where PCs have to learn to overcome these new powers until they learn to tap these powers as well.

As the DM, you will need to answer the question of where do psionics fit into the campaign. From there, build the network of interrelated factions, peoples, and history. You also need to answer one other important question: are psionics functionally magical, or are they a separate power? The answer may have implication on other classes, such as the monk. While this book is written under the concept that psionics are different than magic, you will find rules for merging the two in Chapter 2.

Remember, when in doubt, use your own judgment. As a DM, you will sometimes have to make a call when the specifics of a scenario are outside the box of the rules. Trust your instincts to make a call to keep the game moving, and you can always revise the ruling if you determine a better one later.

INTRODUCTION

CHAPTER 1

Character Options

Champions and villains come in all types and creeds, pursuing a range of crafts. At the heart of every D&D campaign are the player characters: a frequently ragtag band bearing many unique talents that fuel the story being woven throughout the game. This chapter offers a range of new options for creating characters the complement the options from the Player’s Handbook and beyond.

To start, three psychic classes are introduced, each with a selection of subclasses. These classes cover a range of psychic fantasy archetypes. Players looking to tap psionic powers and explore new mechanics will find the tools to pursue these goals and integrate their PCs with their fellow adventurers. You will find everything you need to create player characters that leverage psychic powers across a number or themes and concepts in this section.

For players seeking to create characters with classes from the Player’s Handbook, or the artificer introduced in Tasha’s Cauldron of Everything, a new subclass is presented for each of the classes. These subclasses have unique themes and interactions with the mechanics presented in other chapters.

Rounding out the end of the chapter is a selection of new feats that explore the mystic world of psychic ability. Players have many ways to customize their characters to make truly unique adventurers with a host of mechanical and stylistic options.

The DM will decide what options are available to you. Work with your DM to ensure that your psychic character fits in with the campaign.

Psionic Power

WHile much of this sourcebook is centered around the psionic power system, various pieces are independent, including more subclasses from the existing classes. You want to be sure that the DM is aware of the mechanics you plan to use and that the campaign setting is developed with psychic abilities in mind. The DM may decide that psionic powers are another kind of magic or a something entirely separate. Talk to the DM so you know what expectations to meet and how your character fits within the campaign.

Psionic powers use a separate resource system than spellcasting, but is defined using similar terminology. Instead of spell slots to cast spells with explicit effects, a psychic character expends power points to manifest psionic powers, "paying" for expressions that enhance its effects.

Each power has a cantrip-level effect built into it that power manifesters can use at will, just like a cantrip. By spending power points, these effects are enhanced or replaced with effects based on the augmentations a power can select. This allows a manifester a wider range of options at the time it manifests a psionic expression than its spellcasting peers.

As a player, you will want to be familiar with the expressions you can manifest for each of your powers so that you can swiftly choose your actions during the game. You may also consider listing common augmentation combinations you'll tend to manifest.

CHAPTER 1 | PLAYER OPTIONS

Channeler

Channelers are not trained, they are born. At times, the psychic fabric of the multiverse touches individuals in such a way that they are changed – awakened to unbridled mental powers that they never knew existed. As such, channelers must learn to shackle their newfound powers lest these powers consume them.

The natures of such psychic or spiritual forces determine how channelers are altered. In some cases these forces bring channelers closer to death or the spiritual realm. In other cases, it alters their bodies or brings their minds to different states of cognition.

Self Reliant

The core challenge faced by channelers is dealing with the expression of their psychic abilities. The psionic awakening changes their perspectives of the world, often replacing their concept of normal. Channelers must learn to deal with these new paradigms and embrace these inner changes.

Often misunderstood and feared, channelers are driven away from societies and must learn to face the world on


their own. It is common that they find strength and companionship in others who travel the lands as they exert greater control over their power. Adventuring provides a natural outlet for channelers to master their powers to the benefit of their friends and allies.

Creating a Channeler

The most important decisions to make for your channeler are how your character received its powers and what shape those powers take. Were you touched by spiritual forces that left you able to see the dead? Was your body changed in a way that it became malleable to your will? Can you tap into the Weave with your mind and shape it? You need to decide your psionic expression as that determines what powers you can use and the nature of your channeler.

Next you want to decide how your channeler became an adventurer. Did you join a group to find safety or to gain camaraderie? How do you approach people you know or don’t know about your powers? Are you afraid of what you are or of what you could do if you ever let go? Do you seek to seal away your power or have you decided that you need to bridle and command it?

The Channeler
Level Proficiency Bonus Features Psychic Burst Dice Powers Known Power Points
1st +2 Power Manifesting, Psionic Expression 1 1
2nd +2 Psychic Burst (1d4) 1 2 3
3rd +2 Preternatural Awareness 2 2 5
4th +2 Ability Score Improvement 2 2 7
5th +3 3 3 10
6th +3 Psionic Expression feature 3 3 12
7th +3 Psychic Burst (1d6) 3 4 14
8th +3 Ability Score Improvement 3 4 16
9th +4 4 5 19
10th +4 Psionic Expression feature 4 5 22
11th +4 4 5 24
12th +4 Ability Score Improvement 4 5 27
13th +5 5 5 30
14th +5 Psionic Potency 5 5 33
15th +5 Psychic Burst (1d8) 5 6 36
16th +5 Ability Score Improvement 5 6 39
17th +6 6 6 43
18th +6 Psionic Expression feature 6 6 47
19th +6 Ability Score Improvement 6 6 51
20th +6 Power Incarnate 6 6 55
CHAPTER 1 | PLAYER OPTIONS

Quick Build

You can make a channeler quickly by following these suggestions. First, determine you psionic expression (Medium, Metamorph, or Shaper). Second, your highest ability score should be the manifesting ability for the expression (Charisma for Medium, Constitution for Metamorph, or Intelligence for Shaper), followed by Wisdom. Third choose the hermit background. Lastly, choose the spectral armament power and the following power for your expression: precognition (Medium), elastic body (Metamorph), or singularity (Shaper).

Class Features

As a channeler, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per channeler level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per channeler level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, rapiers, scimitars, short swords
  • Tools: Fortune telling tools

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Perception, and Performance

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • any simple weapon
  • an explorer’s pack
  • padded armor and fortune telling tools

If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10 gp to buy your equipment.

Power Manifesting

1st-level channeler feature

You were altered through psychic means, enabling you to call upon psionic powers. See chapter 2 for the general rules of power manifesting and for the channeler power list.

Powers Known

You know one power of your choice from the channeler power list. Your expression will grant you additional powers.

The Powers Known column of the Channeler table shows when you learn more channeler powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the channeler power list or one from your Psionic Expression’s power list.

Power Points

The Channeler table shows how many power points you have to augment your channeler powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than your channeler level on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Your manifesting ability is determined by your Psionic Expression feature. You use the appropriate ability whenever a power refers to your manifesting ability. In addition, you use the appropriate ability modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Psionic Expression

1st-level channeler feature

When a channeler’s powers awaken they fall under one theme. When you create a channeler, choose a Psionic Expression. Perhaps the channeler feels close to the realm of spirits and to lost souls trapped in the world, taking on the expression of the medium. Another channeler may find its physical form is malleable to its will, becoming a metamorph. The shaper is a channeler who can summon spontaneous energies with but a thought.

Your psionic expression determines what powers you may possess and grants additional features at 1st, 6th, 10th, and 18th level.

Psychic Burst

2nd-level channeler feature

You can muster your shackled psionic energy. This energy is represented by your Psychic Burst die, which is a d4. You have a number of Psychic Burst dice as shown on the Psychic Burst Dice column of the Channeler table.

When you manifest a channeler power, you can expend one of your Psychic Burst dice and roll it. You gain a number of temporary power points equal to the number rolled. You can spend these points to augment that power, and when you do so you can spend 2 more power points than your channeler level would normally permit. For example, if you are 2nd level and manifest energy blast and expend a Psychic Burst die which results in a 3, you can augment the power with up to 4 power points, using all 3 power points from the Psychic Burst die and one from your power point reserve.

You can only spend one Psychic Burst die each turn. You don’t have to spend all your temporary power points on the same power, but only the first power you manifest after invoking this feature can be manifest with power points above your level in this class. All unspent power points gained from your Psychic Burst die are lost at the start of your next turn.

CHAPTER 1 | PLAYER OPTIONS

 The size of your Psychic Burst die increases to a d6 at 7th level and a d8 at 15th level. You regain all expended Psychic Burst dice when you finish a long rest.

Preternatural Awareness

3rd-level channeler feature

Your intuition supersedes your intellect, alerting you to close-by danger. When you expend a Psychic Burst die you increase your AC by 2 until the start of your next turn.

Ability Score Improvement

4th-level channeler feature

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

Psionic Potentcy

14th-level channeler feature

Whenever you augment a channeler power with more power points than your level in this class through your Psychic Burst feature, you increase the power save DC or power attack modifier for that power by 2 during that turn.

Power Incarnate

20th-level channeler feature

You increase your manifesting ability score by 4, and your maximum for that score is now 24.

Psionic Expressions

Each channeler is different, and when the channeler’s psychic power became awakened, certain traits emerged. This is your Psionic Expression which determines what sorts of powers and features you possess.

Medium

When they were born, or perhaps as a result of some experienced trauma, a part of each Medium’s soul entered the spiritual realm. To them, the lost souls of the dead and other free-floating spirits became just more travelers along the roads they travel.

Expression of Spirit

1st-level Medium feature

Your inner soul empowers your psychic abilities. Your manifesting ability is Charisma. You use your Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Charisma modifier

Power attack modifier = your proficiency bonus +

your Charisma modifier

 When you gain a new channeler power, you may select a power from the channeler power list or the following powers: apopsi, extrasensory perception, hypercognition, id insinuation, mind probe, muddle, precognition, psychometry, puppetry, spirit ward and telekinetic grasp.

At 1st level, you can select one of the powers above and add it to the list of powers you know. At 10th level, you may add another power from the list above.

Spirit Vision

1st-level Medium feature

You are attuned to the spirit realm. Whenever you are within 30 feet of a Spiritfont you are aware of its presence.

As an action, you can perceive the spirit realm and see the auras of creatures for a number of rounds equal to your levels in this class or until you lose your concentration (as if you were concentrating on a power). During this time you have aurasight and can perceive the Ethereal Plane to a distance of 60 feet. While peering into the Ethereal Plane, you can manifest telepathy powers against targets on the Ethereal Plane, but can’t concentrate to maintain them while concentrating on your Spirit Vision feature.

As long as you maintain this sight, you gain a +2 bonus on saving throws and Intelligence (Investigation) checks against illusions of any sort. Moreover, your vision allows you to perceive the presence of a spirit possessing a creature or object. The possessor must make a Charisma saving throw against your power save DC. If successful, you are unable to detect its presence.

You can call upon your Spirit Vision feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spiritual Attunement

6th-level Medium feature

Due to your closeness to the spirit realm, you can no longer be aged through supernatural means.

In addition, your psionic powers reach beyond the material world, striking a creature’s spirit as well as its body or mind, granting you the following benefits.

  • You can target creatures and objects on both the Ethereal Plane and the Material Plane with your powers while on one of the planes. You must be aware of a creature to target it specifically, but effects which don’t require you to target a creature will affect targets on the other plane where it overlaps the one you're on.
  • Once on each of your turns when you hit with an attack roll, you can deal extra necrotic or psychic damage (your choice when you deal damage) to the target equal to your proficiency bonus.
  • Psionic powers you manifest against a celestial, elemental, fey, fiend, or undead ignore psychic and bludgeoning damage resistance and immunity to the following conditions: frightened, paralyzed, stunned, and unsettled.
  • You can concentrate on your Spirit Vision feature and a channeler power at the same time.
CHAPTER 1 | PLAYER OPTIONS

Banish Spirits

10th-level Medium feature

As an action you can channel your inner strength to drive away spirits. You can attempt to do so twice. At 17th level you can Banish Spirits three times. You regain all expended uses when you finish a short or long rest.

The effect of Banish Spirits requires a saving throw; the DC equals your power save DC.

One celestial, elemental, fey, fiend, or undead that you can see within 30 feet of you must make a Wisdom saving throw. If the creature fails the saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its actions, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Weaker creatures, at your decision, can be either destroyed (if undead), banished to their home plane (if celestial, elemental, or fiend), or driven away (if fey) if they fail their saving throw. If the challenge rating of the creature is equal or less than the threshold shown on the Banish Spirits table, it suffers the effect. Banished celestials, elementals, and fiends can't return to the Material Plane for 24 hours, provided they have the means to do so. Fey that are driven away must flee one mile away from the location and can’t return for one month.

Banish Spirits
Medium Level Banishes or Destroys Creatures of CR…
10th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

The Banish Spirits feature can be used on a creature or object to drive out a creature possessing it. When you do so, you become locked in a battle of wills with the possessor for up to 1 minute. Each round, the possessor must make a Wisdom saving throw against your power save DC. If the possessor fails three saving throws, it is forcibly removed from the host and is stunned until the end of its next turn. It can’t attempt to repossess the host again for 24 hours. If the possessor fails less than three saves, it remains within its host and is immune to your further attempts to remove it for 24 hours.

You can also use this feature to render a spiritfont whose center is within 5 feet of you dormant. The spiritfont must succeed on an Intensity saving throw against your power save DC or it becomes dormant for a number of hours equal to your proficiency bonus.

Persona Ward

18th-level Medium feature

You can’t be charmed or cursed.

You are immediately aware of the perpetrator of a charm, curse, or possession attempt against you, knowing its exact location and identity. Whenever a creature attempts to

possess you, you can expend one Psychic Burst die to forcibly expel it. The creature takes force damage equal to five rolls of your Psychic Burst die and is stunned until the end of your next turn. If you are possessed, you can expend one Psychic Burst die to make a new saving throw on your turn even when you're not in control, rolling the die and adding the number rolled to your save. A creature isn’t damaged or stunned in this case.

In addition, when using your Spirit Vision feature, you see creatures for what they truly are and can see the true form of a shapechanger or one which has had its form changed through some means.

Metamorph

Flesh and bone are malleable forms to be sculpted and shaped to one’s will. As a metamorph, you can transcend the limits of biology, able to meld objects to your body and grow bone or reform your flesh.

Morphic Power

1st-level Metamorph feature

You warp flesh and bone through your psychic ability. Your manifesting ability is Constitution. You use your Constitu-tion whenever a power refers to your manifesting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Constitution modifier

Power attack modifier = your proficiency bonus +

your Constitution modifier

 When you gain a new channeler power, you may select a power from the channeler power list or the following powers: accelerated healing, biomorphic skin, chameleon, decay, elastic body, energy cloak, living weapon, martial insight, molecular agitation, size alteration, and speed of thought.

At 1st level, you can select one of the powers above and add it to the list of powers you know. At 10th level, you may add another power from the list above.

Metaform

1st-level Metamorph feature

As a bonus action, you can alter your physical form, adopting a trait from the Metaform Table. Metaform traits that can make attacks count as simple weapons for you, and use your Strength modifier on attack and damage rolls with them. When you enter your metaform, you gain a number of temporary hit points equal to four times your level in this class. These hit points remain until you finish a long rest, enter your metaform again, or are depleted through damage. You can remain in your metaform for 10 minutes.

While in your metaform, you can take a bonus action to adopt a second trait, or use your action to replace one trait you’ve adopted with a different trait. When you reach certain levels in this class, you can adopt one additional trait: at 6th level (three traits), at 10th level (four traits), and

CHAPTER 1 | PLAYER OPTIONS
Metaform Table
Level Trait Effects
1st Amphibious You can freely breathe air and water and gain a swimming speed equal to your walking speed.
Darkvision You gain darkvision out to a range of 60 ft.
Endurance You increase your Constitution score to 16 if it’s not already higher, ignore the effects of exhaustion, and make Constitution ability checks with advantage.
Fangs You grow long fangs allowing you to make a bite attack that deals 1d8 piercing damage on a hit. You have advantage with this attack against any creature that doesn’t have all its hit points.
Muscle Mass You increase your Strength score to 16 if it’s not already higher, can push, drag, and lift twice as much, and make Strength ability checks with advantage.
Oily Skin You become slippery. You have advantage on checks to escape grapples and restraints and can attempt to do so as a bonus action instead of an action.
Reflexes You increase your Dexterity score to 16 if it’s not already higher, add half your proficiency bonus to Dexterity saving throws if you aren’t already proficient, and have advantage on Dexterity checks.
Sharp Nails Each of your hands grows claws that deal 1d6 slashing damage on a hit. Once on each of your turns when you hit a target with this attack, you can make one additional attack with it.
Spines You grow spines from your body that deal 1d8 piercing damage at the start your turn to a creature that you have grappled or been grappled by.
Web Walk You ignore movement restrictions caused by webbing. You also gain a climbing speed equal to your walking speed and can move along walls and ceilings while leaving your hands free.
5th Blindsight You gain blindsight out to a range of 60 ft.
Blood Siphon Once each turn when you hit a creature with a metaform trait attack, you can regain hit points equal to half the damage dealt.
Enhanced Sight You grow multiple eyes allowing you to see in any direction, gaining advantage on saving throws vs. blindness and on Perception checks. Foes gain no benefit from having an ally within 5 feet of you.
Horns You grow large horns allowing you to make a gore attack that deals 1d8 piercing damage on a hit. If you move at least 10 feet straight toward a target and hit with this attack on the same turn, the target takes an extra 1d8 piercing damage, is pushed up to 10 feet, and is knocked prone.
Tentacles You can transform your arms into tentacles that deal 1d6 bludgeoning damage on a hit and have the finesse property. On a hit, you can attempt to grapple the target without an action.
Thick Skin You increase your AC by 2 when not wearing armor.
Venomous Attack Once each round, when you hit a creature with a metaform trait, an unarmed strike, or a natural weapon it takes an extra 1d6 poison damage and must succeed on a Constitution saving throw or become poisoned until the end of its next turn.
Web Spit As an action you can spit webbing as a ranged weapon attack with range 30/90 ft. A Large or smaller creature hit by this web is restrained. As an action it can make a Strength saving throw, breaking free on a success. The webbing can also be destroyed, having AC 10, 5 + twice your proficiency bonus hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
11th Paralytic Attack Once each round, when you hit a creature with a metaform trait, unarmed strike, or natural weapon it must succeed on a Constitution saving throw or become paralyzed until the end of its next turn.
Serpent Form You replace your legs with a long serpent tail and trunk. You can make a constrict attack that deals 1d8 bludgeoning damage on a hit, and can attempt to grapple its target without an action. Until the grapple ends the target is restrained. You also can’t be knocked prone.
Tail Spikes You grow a tail filled with dozens of needle-like spikes. You can shoot these spikes by making a ranged weapon attack with range 100/200 ft. On a hit the target takes 1d8 piercing damage. When making a Multiattack, you can use this trait to attack more than once.
Wings You grow wings, gaining a flying speed of 60 ft.
17th Acidic Breath As an action you can expel acid in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw, taking 6d8 acid damage on a failed save or half as much damage on a successful one.
Amorphous You can move through a space as narrow as 1 inch wide without squeezing.
Extra Arms You grow two extra humanoid arms and become multidextrous. You can also use any melee weapon while fighting with two weapons, including those with the two-handed property.
CHAPTER 1 | PLAYER OPTIONS

at 18th level (five traits). If you expend a Psychic Burst die on your turn, you can enter your metaform and manifest all traits you are capable at once without an action.

When a metaform trait requires a target to make a saving throw, the save DC is equal to your power save DC.

You can take on trivial, cosmetic changes in your metaform as you will, such as growing body hair or scaly skin, red eyes, or nightmarish features, for instance.

Once you enter your metaform, you can’t do so again until you finish a short or long rest, unless you expend a Psychic Burst die to enter it again. When you reach 10th level, you can enter your metaform twice between rests.

Other Options

You aren’t limited to the options from the Metaform table. For instance you could grow a sharp beak instead of fangs and deal the same piercing damage, or you could create a myriad of gaping maws along an arm in place of claws. Metaform is intended to allow the metamorph the ability to create a thematic form.
 The DM can develop and approve additional metaform options that fit within the scope of the framework presented below and that don’t duplicate psionic powers.

Unarmored Defense

1st-level Metamorph feature

While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

War Form

6th-level Metamorph feature

You gain proficiency in Strength and Constitution saving throws. If you already have one of these proficiencies, you instead gain proficiency in Dexterity saving throws.

In addition, attacks from your metaform traits count as magical for the purpose of overcoming damage resistance and immunity, and you gain the Multiattack action while in your metaform. You can make two attacks using your metaform traits, or one attack with a metaform trait and one attack with a weapon. Metaform attacks can only be used once per limb, such that you can only make one bite attack, but could make two claw attacks.

Body Meld

10th-level Metamorph feature

You can absorb small objects into your body. You can’t absorb more than one fourth of your mass. Items absorbed by you don’t function as a worn item would, for example, you can’t benefit from a ring of protection while it’s melded into your body. You can absorb any suitable object as a bonus action.

You can also use a bonus action to immediately bring any absorbed item to hand, or even don it. For example, you could have boots of elvenkind absorbed, and with your bonus action retrieve and don them. You can absorb one object and retrieve one object as part of the same bonus action.

You can also partially absorb weapons or makeshift-

implements to act as weapons, grafting them to your limbs. These grafted weapons function as normal weapons of their type, but grafted weapons can’t be disarmed. You are proficient with any grafted weapon. A grafted weapon is considered magical so long as it remains grafted to you.

Robust Form

18th-level Metamorph feature

While in your metaform, you gain a +2 bonus to Strength, to a maximum of 22, and can make up to three attacks with Multiattack using your metaform traits.

In addition, at the start of each of your turns, you can revert to your normal form if you are petrified or your form is changed, but can't take a bonus action during this turn. If you were in your metaform before being afflicted, you revert to your metaform instead.

Shaper

Shapers reach into the very fabric of reality and bend it to their will. They can bring ectoplasm from the Astral Plane and fashion it into a construct or even tap into the Weave and duplicate certain spells. Shapers are direct, focusing on powers that accomplish their goals quickly.

Shape Reality

1st-level Shaper feature

Through calculation and logic, you craft psionic energies. Your manifesting ability is Intelligence. You use your Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

 When you gain a new channeler power, you may select a power from the channeler power list or the following

powers: animate electricity, dimensional breach, energy storm, harmonics, hydrokinesis, psionic blast, shadow shape, singularity, spatial void, and tremor.

At 1st level, you can select one of the powers above and the astral construct power and add them to the list of powers you know. At 10th level, you may add another power from the list above.

Astral Trick

1st-level Shaper feature

You can select one cantrip of your choice from the sorcerer spell list, which you manifest as a psionic power. The selected cantrip doesn’t require spell components; it instead gains the psychic and either the glow or beam visual detections, as appropriate to the spell’s effect. If its duration is greater than 1 round, it requires maintenance with the same timeframe as the spell’s duration. All other details of the cantrip are the same. Each cantrip gained through this feature counts as a channeler power for you.

CHAPTER 1 | PLAYER OPTIONS

 Starting at 2nd level, after manifesting a sorcerer spell, you can expend one Psychic Burst die to manifest the astral construct power as a bonus action using the power points from the die plus any from your reserve as normal.

When you reach 6th, 10th, and 18th level, you may select another cantrip from the sorcerer spell list, modified the same way as above. Whenever you learn a new cantrip, you can replace a cantrip you know from this class with another cantrip from the sorcerer spell list.

Manifest Magic

7th-level Shaper feature

You may use your power points to manifest instantaneous evocation spells from the sorcerer spell list. To do so, you must spend a number of power points equal to twice the spell’s level. If a spell allows using a higher level spell slot, you may expend additional power points to do so. Increasing a spell slot’s level requires 2 power points per higher slot level. For example, if you manifest a fireball spell using 8 power points, you deal 9d6 fire damage. You can’t manifest spells over 6th level, nor can you spend more power points than your channeler level.

Spells you can manifest are shown on the Shaper Manifested Spells table. You don’t require spell components when manifesting evocation spells. Instead, they are manifested with psychic, gesture, and visual detections. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything. A manifested spell is considered a spell effect and can be countered by counterspell and similar effects.

You can manifest a number of slot levels equal to your proficiency bonus + your Intelligence modifier (minimum of one slot level), regaining all expended uses when you finish a long rest.

You use your power save DC and power attack modifier when you manifest spells through this feature. To manifest a spell, it must be a sorcerer spell from the evocation school with instantaneous duration and use a spell slot level no higher than 1/3 your level in this class.

Shaper Manifested Spells
Spell Level Level Required Spells
1st 6th burning hands, chaos bolt*, chromatic orb, earth tremor*, magic missile, thunder wave
2nd 6th Aganazzar’s scorcher*, scorching ray, shatter, Snilloc’s snowball swarm*
3rd 9th fireball , lightning bolt
4th 12th ice storm, vitriolic sphere*
5th 15th cone of cold
6th 18th chain lightning, Otiluke’s freezing sphere

Sculpt Expresions

6th-level Shaper feature

Through split-second calculation, you can shape your psionic powers. Whenever you manifest a power or a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the power or spell, and they take no damage if they would normally take half damage on a successful save.

CHAPTER 1 | PLAYER OPTIONS

Psychic Residue

10th-level Shaper feature

After expending a Psychic Burst die, you can tap its psychic energy to empower you or others. You choose one of the following benefits:

  • An astral construct or amalgam you control regains 25 hit points and takes only half damage until the end of your next turn.
  • You have a +10 bonus on a single power attack roll you make within 1 minute.
  • Within 1 minute, when a creature you choose within 30 feet of you manifests a psionic power, it regains up to 2 power points expended by that power.
  • Up to three creatures you choose within 30 feet of you can add your Intelligence modifier to ability checks for 1 minute.

Ectoplasmic Shield

18th-level Shaper feature

When you are hit by or fail a saving throw against a spell or power that deals damage, you can use your reaction to erect a shield of ectoplasm that can absorb damage equal to twice your level in this class. You can empower this shield when you fashion it by spending power points, increasing the amount absorbed by 5 points for every power point you spend, but you can spend no more power points than your channeler level.

The shield remains in place until the end of your next turn and will continue to absorb damage from spells or powers which damage you.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.

CHAPTER 1 | PLAYER OPTIONS

Savant

Spiritual and psychic energies permeate the fabric of the multiverse from the internal energy of the souls of creatures, the natural wellsprings of life in nature, and the overarching memory that is the Collective Conscious. For some, tapping into psychic energies is simply a way to exert control over one’s self or the surrounding world. Certain savants delve into mysticism to gain a sense of inner peace. Others seek to tap such forces to gain immense power.

Psychic energies are complex and require rigorous discipline and understanding to master. Most savants focus on one particular form of study, learning to shape psychic energies in a particular way. This way could be in pursuit of certain psionic disciplines, such as clairsentience and telepathy, or it could be manipulating the energies for specialized pursuits.

Master of the Mind

Seeking to master and control psychic energies, savants often join exclusive orders to pursue learning and share techniques. While psionic power is shaped by will, the understanding of disciplines is a scholarly pursuit. This approach allows savants to more rapidly learn how to shape psychic energies across disciplines.

In some cases, savants might chase experience using more practical application, and can readily find a place with other adventurers. Savants bring knowledge along with their ability to manipulate and shape psychic power into a wide range of psionic effects that often proves valuable to adventuring.

Creating a Savant

As you craft your savant, you need to determine which psionic discipline your character first studied. This will define what powers you can select and help shape what roles in your adventuring group you can fill or support.

You will want to decide what drove your character to trade its sheltered life of study for one of risk and adventure. Were you bored of study and sought something more practical to further your knowledge? Maybe you were tasked with some labor by your order to prove your place among the learned. You also want to decide how your savant treats others. Perhaps you are haughty and feel mundane people are inferior to your cognitive feats. Maybe psionics are misunderstood and hated or feared, so you take on the role of emissary to challenge those beliefs. As a savant, you’ll find you fill roles similar to spellcasters. Your power selections will determine the reach of your abilities.

Quick Build

You can make a savant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second choose the sage background.

The Savant
Level Proficiency Bonus Features Power Points
1st +2 Power Manifesting, Psi Blast 1
2nd +2 Esoteric Order 3
3rd +2 Psicrystal 5
4th +2 Ability Score Improvement 7
5th +3 Psychic Fortitude 10
6th +3 Esoteric Order feature 12
7th +3 Expanded Mind (1) 14
8th +3 Ability Score Improvement 16
9th +4 19
10th +4 Esoteric Order feature 22
11th +4 Expanded Mind (2) 24
12th +4 Ability Score Improvement 27
13th +5 30
14th +5 Greater Psicrystal 33
15th +5 Expanded Mind (3) 36
16th +5 Ability Score Improvement 39
17th +6 43
18th +6 Esoteric Order feature 47
19th +6 Ability Score Improvement 51
20th +6 Indomitable Will 55

Class Features

As a savant, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Insight, Investigation, and Religion

Equipment

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

CHAPTER 1 | PLAYER OPTIONS
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • 10 darts

If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10 gp to buy your equipment.

Power Manifesting

1st-level Savant feature

Whether born with latent psychic talent, through mutation, or by being affected upon by some mysterious source, you have the ability to manifest psionic powers with only a concerted thought. See chapter 2 for the general rules of power manifesting and for the savant power list.

Imprinting Powers

You imprint the list of savant powers that are available for you to manifest. To do so, choose a number of savant powers from a single discipline equal to your proficiency bonus + your Intelligence modifier (minimum of one power).

For example, if you’re a 3rd-level savant with a 16 Intelligence, your list of imprinted powers can include five powers. Manifesting a power doesn’t remove it from your list of imprinted powers.

You can change your list of imprinted powers when you finish a long rest. Imprinting a new list of savant powers requires time spent in meditation: at least 5 minutes for each power on your list.

Power Points

The Savant table shows how many power points you have to augment your savant powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than your savant level on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Intelligence is your manifesting ability for your powers. You use Intelligence whenever a power refers to your manifest-ing ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a savant power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

Psi Blast

1st-level savant feature

Raw psionic energy can be shaped into a wave of deadly psychic force. As an action, you can make a melee power attack against a creature within 5 feet of you. On a hit, the target takes 1d6 + your Intelligence modifier psychic damage. Your psi blast damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Esoteric Order

2nd-level savant feature

A savant chooses one esoteric order to serve as the foundation for its studies. These include the Orders of Essence (mind over body), Force (psychokinesis), Foresight (clairsentient powers), Substance (spatial powers), and Thought (telepathy). You gain features at 2nd level, and again at 6th, 10th, and 18th level.

Psicrystal

3rd-level savant feature

You can prepare a special crystal with psionic energy. When you imprint your savant powers after finishing a long rest, you can also imprint a single power into this crystal, your psicrystal. The psicrystal retains the imprinted power until you change it. The psicrystal has its own power point reserve equal to half your savant level (rounded up). It regains all expended power points when you finish a long rest. If you lose your crystal, you can imprint a power into a new crystal, but doing so renders the old crystal inert.

Activating the psicrystal requires it to expend at least 1 power point to augment the power; it can expend a number of power points up to your proficiency bonus on a single expression. Manifesting a power with the psicrystal is an action equivalent to manifesting the power yourself.

The psicrystal can maintain powers without using your concentration, but is subject to interruption as if you were maintaining the power; it uses your Constitution saving throw modifier. The crystal must remain in your possession during the maintenance or the effect ends. Only you can manifest a power through your psicrystal.

Ability Score Improvement

4th-level savant feature

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

Psychic Fortitude

5th-level savant feature

You are more resilient against stress caused by maintaining psionic powers at length. When you take damage from the psychic strained condition, you reduce the damage caused from stress by an amount equal to your proficiency bonus (minimum of 0 damage).

CHAPTER 1 | PLAYER OPTIONS

Expanded Mind

7th-level savant feature

At 7th level, and again at 11th and 15th level, you can imprint savant powers from one additional discipline of your choice when you imprint your powers.

Greater Psicrystal

14th-level savant feature

Your psicrystal can imprint one additional savant power. The psicrystal can only maintain one power at a time, manifesting a new power that requires concentration with it ends the previous power. In addition, it regains a number of expended power points equal to your proficiency bonus when you finish a short rest.

Indomitable Will

20th-level savant feature

Once per turn, if a target succeeds on its saving throw against one of your powers or one manifested by your psicrystal (but not a psychic item), you can force it to reroll that saving throw. The result of the new save must be used. Once you use this feature, you can't use it again until you finish a short or long rest.

Esoteric Order

When a savant advances its study, it leans upon a field of specialization, using it as the cornerstone of its psychic powers. Psionic disciplines are among these fields. Disciplines encompass powers with a similar effect upon the world including telepathic powers, psychokinetic expressions, clairsentient awareness, space-time alterations, and mind over body application.

Order of Essence

Savants of the Order of Essence master the concept of mind over body. Often ascetics, they learn to tap psychic currents to manipulate the bodies of creatures. Under this order, these savants are capable of greater control of psychometabolism powers. They also tend to be robust and hearty, able to recover from injury swiftly.

Psychometabolism

2nd-level Order of Essence feature

Savants of this order have power over biological bodies. Principally these powers allow them to modify their own bodies, but, often through touch, they can affect the bodies of others.

When you expend a Hit Dice to regain hit points, you can choose to reroll the die, but must use the new roll. Moreover, you can imprint one extra power which must be from the psychometabolism discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.

 You can choose to deal necrotic instead of psychic damage with your Psi Blast feature. Moreover, after you hit a target with a psi blast, you can choose to regain one expended Hit Dice. You can choose to regain a Hit Dice this way a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you finish a long rest.

Physical Resolve

2nd-level Order of Essence feature

Your durability is enhanced and you recover rapidly. Your hit point maximum increases by 2 and increases by 1 whenever you gain a level in this class. You also regain one Hit Dice when you finish a short rest.

You can use your action to spend one Hit Dice to regain 1d8 + your Intelligence modifier hit points. When you reach 5th level, you can spend 2 Hit Dice to regain 2d8 + your Intelligence modifier hit points.

At 11th level, you can spend Hit Dice as a bonus action, but can only spend Hit Dice once each round. At 17th level, you can spend Hit Dice without an action at the start of each of your turns.

Mind over Body

6th-level Order of Essence feature

You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Dexterity saving throws (your choice).

In addition, psychometabolism powers you manifest can linger on a target. While concentrating on such a power or when you manifest one, you can take a bonus action to maintain that power without concentration for one minute. The expression of the power must have a range of either self or touch, and can’t be manifested through a psicrystal or psychic item. The power ends at the end of the minute or if you take this bonus action again.

You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Unconscious Control

10th-level Order of Essence feature

You can maintain your psychometabolism powers while incapacitated or unconscious provided they only affect you. Any power that is maintained on yourself and other targets is no longer in effect on each target except you when you become incapacitated. This functions even if you are dying, stunned, paralyzed, or petrified.

Mastery of Self

18th-level Order of Essence feature

You are immune to any effect that would alter your form against your will. Moreover, you make saving throws against all other transmutation spells and psychometabolism powers with advantage.

CHAPTER 1 | PLAYER OPTIONS

Order of Force

Practitioners within the Order of Force use telekinetic powers to manipulate the world around them, often through sheer force. They tend to be short tempered and brash, ready to knock opponents away.

Psychokinesis

2nd-level Order of Force feature

Savants of the Order of Force have mastery over telekinetic and related psionic expressions. They can create projections of force and energy that they can move, manipulate, or use to impact their surroundings.

Having a natural talent for psychokinetic powers, you don’t suffer disadvantage when making a ranged attack with a psionic power when you are within 5 feet of a hostile creature. Moreover, you can imprint one extra power which must be from the psychokinesis discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.

You can make a ranged power attack with your Psi Blast feature against a target within 60 feet of you, provided you have a clear path to the target. You deal bludgeoning instead of psychic damage when you make a psi blast attack this way. When used this way, the psi blast counts as both a psychokinesis and an energy power.

Dampen Impact

2nd-level Order of Force feature

You telekinetically slow yourself when falling. You reduce the damage you take from a fall by a number of dice equal to half your level in this class.

Kinetic Expression

6th-level Order of Force feature

You can manifest energy in means beyond raw force. When you manifest a psychokinesis power, you add your proficiency bonus to one damage roll of that power.

You choose an energy type from pyrokinesis, cryokinesis, electrokinesis, sonokinesis, or terrakinesis. Psychokinesis powers you manifest can take on elemental properties determined by this choice. Whenever you manifest an energy power, you can manifest it with your energy type.

In addition, when you manifest a psychokinesis power, you can imbue it with your expression. Each creature you hit with or that fails its save against the power suffers an effect based on the energy type you chose. You can imbue a power this way a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses of when you finish a long rest.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace your energy type with a different one from the list.

Pyrokinesis. You gain control over fire. Each energy power you manifest can deal fire damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, each creature you choose within 5 feet of your target takes fire damage equal to your proficiency bonus if it hasn’t already been damaged by this feature this turn. At 18th level, the damage dealt to a creature within 5

feet increases to twice your proficiency bonus.

Cryokinesis. You can decrease temperatures and create ice from water in the air. Each energy power you manifest can deal cold damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, its target has a −1 penalty to AC until the end of your next turn. At 18th level, the penalty to AC increases to −2.

Electrokinesis. Electric current can surround your manifestations. Each energy power you manifest can deal lightning damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, its target’s speed is reduced by 10 feet until the end of your next turn. At 18th level, a creature's speed is reduced by 15 feet.

Sonokinesis. You create ultra frequency sounds that rip through matter. Each energy power you manifest can deal thunder damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, its target has disadvantage on its next attack roll made before the end of its next turn. At 18th level, the target has disadvantage on its next two attack rolls made before the end of its next turn.

Terrakinesis. Your telekinetic manifestations have greater force. Psychokinetic powers that pick up loose objects can rip chucks of earth, stone, and other terrain to use in place of objects. Each energy power you manifest can deal bludgeoning, piercing, or slashing damage (your choice) and counts as magical for the purpose of overcoming damage resistance and immunity. When you imbue a psychokinesis power, you can push its target 5 feet away from the power’s point of origin or you, as appropriate. At 18th level, you can push a target up to 10 feet away.

Facile Telekinesis

10th-level Order of Force feature

You can manifest minor psychokinetic bursts of energy. You can do this a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. You can perform the following feats:

  • Once each round while falling or jumping, you can push yourself in any direction up to 30 feet. This movement is in addition to your movement speed and doesn’t provoke opportunity attacks.
  • You can use your reaction when you take bludgeoning or your energy type’s damage to gain resistance that damage until the end of the turn.
  • As a bonus action, you can grant yourself the ability to hover and a flying speed equal to your walking speed for 1 minute. To use your flying speed, you must concentrate as if concentrating on a power.
  • When you make a Strength check or saving throw, you can add your proficiency bonus. If you already add your proficiency bonus to the check, you add twice your proficiency bonus instead.

Kinetic Mastery

18th-level Order of Force feature

Your ability to control psychokinetic energy increases. While you concentrate of psychokinesis power, your AC increases by 2. Allies under the effects of your psychokinesis powers gain a +2 bonus on Strength and Dexterity saving throws.

CHAPTER 1 | PLAYER OPTIONS

Order of Foresight

Seers are capable of seeing distant and possible futures and the threads that cause them. As if masterful prophets, savants of the Order of Foresight recognize the patterns of fate and subtly manipulate them.

Clairsentience

2nd-level Order of Foresight feature

Clairsentient powers allow you to see into the future or the past as well as distant places. They can also reveal the unseen or grant premonitions for both dangerous and fortuitous outcomes.

Your awareness to the currents of fate and chance better fortify your will against expected outcomes. You can use your Intelligence modifier instead of Constitution when you make a saving throw to maintain concentration on clairsentience powers. Moreover, you can imprint one extra power which must be from the clairsentience discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.

Your Psi Blast feature has a reach of 10 feet and is treated as a melee weapon for the purpose of opportunity attacks and the benefits of your psionic powers.

Seer's Gait

2nd-level Order of Foresight feature

Seeing multiple possible outcomes to your movements, you can take the Disengage action as a bonus action.

Mind's Eye

6th-level Order of Foresight feature

You have advantage on initiative rolls and add your proficiency bonus to them when you are surprised.

In additional, your clairsentience powers can no longer be detected through heightened senses, psychic abilities, or magical means. Each psionic power you manifest can’t be traced back to you through magical or psionic means.

Prescience

10th-level Order of Foresight feature

Able to glimpse possible outcomes to situations, you can choose to add a bonus equal to your Intelligence modifier to any one attack roll, ability check, or saving throw you make, or to your AC against one attack made against you. You can use this feature after the roll is made but before the DM says whether the roll succeeds or not.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.

Choice of Fate

18th-level Order of Foresight feature

You can treat one attack roll, ability check, or saving throw made by you as a roll of 20, or you can treat one attack roll, ability check, or saving throw made against you as a roll of 1. You can wait until you know the result of the roll before deciding to use this feature. Once you use this feature, you can't use it again until you finish a long rest, unless you expend 15 power points to use it again.

Order of Substance

Studied in the ways of altering space and time, members of the Order of Substance can manipulate the very nature of the planes. They rip through the fabrics of reality opening holes into remote spaces or siphoning elements from the Astral Plane and fashioning those elements into constructs bound by psionic will.

Psychoportation

2nd-level Order of Substance feature

Savants of the Order of Substance are sometimes called telemancers. They can bend reality through altering space and time.

You reflexively manipulate space and time. You don’t suffer disadvantage when making a ranged attack with a psionic power when you are within 5 feet of a hostile creature. Moreover, you can imprint one extra power which must be from the psychoportation discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.

Your Psi Blast feature gains the following benefits:

  • You can target a creature or object within 60 feet of you, but you make a ranged power attack instead of a melee power attack against a target outside your reach.
  • A ranged psi blast ignores cover.
  • You can choose to deal force damage instead of psychic damage.

Temporal Awareness

2nd-level Order of Substance feature

Due to manipulating the currents of time, you have precise knowledge of the passage of time. You always know what time it is and can recognize temporal anomalies without an action, making your Intelligence (Investigation) check with advantage when called for.

When you reach 6th level, you gain advantage on saving throws against stasis and slow effects.

Recompose Matter

6th-level Order of Substance feature

As an action, you can touch one nonmagical object of a size no larger than Medium, and transform it into a halo of energy that you can absorb into your essence. By taking another action, you can draw forth this energy and revert it back to its original form.

A magical object that is attuned to you can also be transformed. Only one object, which can be complex, can be transformed with your action. For instance you could transform a clock, but couldn’t transform a sack of coins.

If the object is held or worn by another creature, it must make a Dexterity saving throw against your power save DC. If successful, you fail to transform the object.

You can transform a number of objects into energy equal to your proficiency bonus. Restoring an object to normal can be done at any time. You regain all expended uses of this feature when you finish a long rest, except those uses whose targets haven’t been restored.

CHAPTER 1 | PLAYER OPTIONS

Slipstream

10th-level Order of Substance feature

You have unconsciously learned to create personal warp holes when under threat. When a foe makes an attack roll against you, you can use your reaction to move into an unoccupied space within 5 feet of your present position. The attack is made with disadvantage, and if it hits, you only take half of the damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spatial Shift

18th-level Order of Substance feature

As a master of space, you have learned to warp space in unique ways. As an action, you can target two surfaces within 100 feet of you each occupying an area no larger than a 20-foot square and swap the surfaces and their terrain, including any effect on the surface such a magical effect or surface hazard. Both selected areas of the surfaces must occupy the same dimensions.

The surfaces don’t have to be the same type. You could target a ceiling, floor, or wall, as well as a section of metal, stone, or wood. For an effect to be transferred, it must be part of the surface or cover the surface in a square or radius and not a cube, cylinder, or sphere.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 15 power points to use it again.

Order of Thought

Also called telepaths, these savants master powers that directly affect the mind. They can alter thoughts and feelings, and even control the minds of others. Most savants of this order are reserved and disciplined, qualities necessary to shut out the cacophony of thoughts abundant in the world of humanoids.

Telepathy

2nd-level Order of Thought feature

Savants under the Order of Thought are telepaths, empaths, and mind readers. They can transmit thoughts to other creatures and even mentally assault others.

Through mastery of influencing the wills and minds of others, you can add your Intelligence modifier when you make a Wisdom (Insight), Charisma (Deception), or Charisma (Intimidation) check against a humanoid that you can see within 30 feet of you. Moreover, you can imprint one extra power which must be from the telepathy discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.

Your Psi Blast feature gains a range of 90 feet, but you make a ranged power attack instead of a melee power attack against a creature outside your reach. If a target is under the effect of one of your telepathy powers, you make your power attack roll with advantage.

Sense Minds

2nd-level Order of Thought feature

You have an awareness of the thoughts of those around you. You can effectively locate any beast, dragon, fey, giant, humanoid, or monstrosity within 60 feet of you. This allows you to be aware of the location of any hidden or invisible creature, and you can target it with telepathic powers or use its location as the point of origin for other powers, spells, or special abilities.

To use this feature, you must concentrate for 1 minute, during which time you have the psionic focused condition. Once a creature is sensed, you remain aware of it passively until it is more than 60 feet away from you. When you use this feature, your DM will tell you how many minds you sense and their current state (such as nervous, angered, or distracted).

You can choose to focus on one of these creatures, for which you will know its exact location in relation to you. Once you focus on a creature you maintain awareness of its location for up to 10 minutes if it is more than 60 feet away from you, so long as it remains on the same plane of existence. Protected minds, such as through mind blank, can't be sensed.

Mental Conduit

6th-level Order of Thought feature

Your prowess with telepathic feats enables you to channel psionic energy from a manifested power to maintain an existing power. While you maintain a telepathy power, if you manifest a second telepathy power and choose to maintain the new power, you can continue to maintain the effect of the first power for a number of rounds equal to your proficiency bonus or until you stop maintaining the second power, whichever comes first.

After maintaining a power this way, you can’t do so again until you finish a short or long rest, unless you spend 5 power points to do so again.

Tower of Iron Will

10th-level Order of Thought feature

Your sense of self becomes so secure that you can’t be charmed or suffer the effects of command, suggestion, mass suggestion, and similar effects. Your mind can’t be read by others unless you allow it. Against all other telepathic powers, mind-affecting special abilities, and enchantment spells you may add twice your proficiency bonus to your saving throws.

Your tower also grants you impressive insight. When you are the target of spells, powers, or special abilities that affect the mind, you gain immediate access to your assailant’s identity and can use your reaction to use your Sense Minds feature to focus on it without restriction on range. If the creature is on another plane of existence, you know which plane, but don't know where on that plane it is.

Psychic Chirurgery

18th-level Order of Thought feature

Achieving mastery at manipulating the mind, you gain the power to delve deep into a creature’s thoughts and alter its memories, talents, and even personality.

CHAPTER 1 | PLAYER OPTIONS

 Principally, psychic chirurgery is used to repair mental damage or psychological trauma, or to remove baleful effects. It can also be used to implant phobias, erase or rewrite memories, or even foster a new persona.

In order to operate, you need unrestricted access to the creature for a period of no less than one hour. An unwilling creature must be restrained or incapacitated during the chirurgery, and must succeed on a Wisdom saving throw at the start of each hour of the operation to prevent its mind from being altered. The effects of this feature can be permanent or endure for months.

If you have access to multiple creatures, you can transfer knowledge and memories between them instead of creating new ones within the same timeframe as a single creature. For instance, if you are transplanting a memory from one creature to another and removing that transplanted memory from the source, it would only take you one hour to perform both tasks.

Whenever a creature is confronted with a contradiction to a new or altered memory or personality trait, it must make a Charisma saving throw against your power save DC. For each success, it regains some of its original memories or traits. When the creature has succeeded on five saving throws, it fully recovers.

In one hour’s time it is possible to:

  • Add, remove, or alter a proficiency in a skill or tool or knowledge in a language. You must know the skill, tool, or language in question or have access to another creature which does and is available to participate in the psychic chirurgery to add it. Proficiency knowledge is lost or restored after 100 days. The time a creature has a tool or language proficiency from this feature contributes to time spent learning it normally. The creature must spend at least one additional day at cost to finalize gaining the new proficiency.
  • Force an astral traveler to return to its body or reunite a lost astral form with its body, provided you have access to the body. A lost astral traveler can only be reunited with its body if the severance happened within the past 8 hours. The creature is restored to life with 1 hit point.
  • Permanently add, remove, or alter a personality quirk, such as a nervous tick, discomfort from a certain stimulus, or stuttering.
  • Permanently add, remove, or replace a phobia to a specific kind of creature (such as spiders), specific person (such as you), specific event (such as sound of metal clanging on metal), specific kind of object (such as fire), or to a particular phrase, possibly if only uttered by a specific person (such as the target’s name if spoken by its brother). You can substitute other primal emotions such as rage or sympathy instead of fear (such as making a target sympathetic to the plight of the innocent).
  • Permanently add, remove, or alter one block of memory, such as the memory of a specific place, person, or event, or restore a block of missing memories, including those altered by spells and powers.
  • Remove one insanity effect, including magical or psychic ones, such as from the feeblemind spell.
  • Remove the effects of the geas or mass suggestion spell or indoctrination from this feature.
Using Psychic Chirurgery

This feature can change characters in significant ways, and its implications can be game changing. Work with the DM to determine the details and ramifications of this feature.
 Be cautious about using this feature on player characters, as the more extreme components can rewrite a creature’s entire personality.

  • Restore a creature to its body if its mind has been transferred such as from the magic jar spell or psychic domination power, provided you have access to its body.

In four consecutive hours it is possible to:

  • Indoctrinate the target for 6 months. An indoctrinated creature is charmed by you, and it will follow your orders if it is able. If the command is contrary to the target’s nature or beliefs, the subject can make a Charisma saving throw to ignore that particular order.
  • Create a sleeper agent. You indoctrinate the target (as described above), but set the indoctrination to activate when a specific event occurs, including hearing a particular phrase. You can also mentally program the target to take a specific action when the indoctrination is triggered. A sleeper agent remains so for 6 months or until triggered. Once triggered, a sleeper agent will remain indoctrinated for 1 month.
  • Rewrite a persona. This allows you to partially or completely change a creature’s personality. A creature can be rendered functionally insane (or an insane creature could be restored to its normal faculties). A creature’s alignment changes to an appropriate one for the new persona. This effect is permanent, but can be broken when the creature is confronted with a contradiction against the new persona. Each time it succeeds on a Charisma saving throw from a contradiction, it can act normally a number of minutes equal to its Charisma score.
  • Remove a possessing entity from a host and prevent that host from being possessed for 30 days.

You can only rewrite a creature’s memory or personality to a certain degree; further tinkering will produce no result. A creature’s mind can only be altered by your Psychic Chirurgery feature for a number of hours equal to your Intelligence modifier (minimum of 1 hour) at any given time. Using this feature to restore a creature's memories or personality traits or to remove mental trauma such as a phobia or a magical or psionic effect such as feeblemind doesn't count against this limit.

The effects of psychic chirurgery can be undone by greater restoration or wish. Targets under the effects of the mind blank spell or a similar effect are immune to this feature.

CHAPTER 1 | PLAYER OPTIONS

Transcendent

Certain warriors delve into esoteric studies to reach states of altered consciousness and bend matter to their will in addition to training with armaments and strategies. Transcendents are such students, using psionic talent to enhance their prowess beyond their mortal limit.

Esoteric Prowess

Controlling psychic energy isn’t a simple task. Rather it requires immense levels of discipline. Transcendents frequently practice their psionic and martial arts with a zeal matched only by the most consummate of knights and fighters. Focus is vital for transcendents to possess in order to thrive under the rigors or war.

Many transcendents recognize that simply studying or sequestering themselves away in cloisters will do little to push them in enhancing their powers. As such, they often seek to become adventurers to hone their skills and shape their minds into fine weapons.

Creating a Transcendent

When creating your transcendent, consider what drove your character to merge martial training with psionic discipline. Was there an event in your past where you felt powerless with the tools available which compelled you to pursue more mystical means? Are you a polymath of martial feats that needed a further edge or challenge?

As a transcendent, you are able to support your group with talents similar to fighters and savants. You can readily fill roles like a fighter or paladin, but can also opt to focus yourself to be more like a rogue. While you won’t gain your Eclectic Attunement until 3rd level, you want to consider what choice you wish to make when deciding skills and how to prioritize your abilities as well as which powers are best suited for you. If you see your character as an armored defender you’ll probably choose powers that are defensive and give you more battlefield control. For a character that rapidly strikes enemies you’ll want movement or ranged powers. A ranged transcendent or an assassin-themed one would choose different powers.

Quick Build

You can make a transcendent quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score depending on whether you want finesse weapons or not, followed by Wisdom. Second choose the soldier background. Third choose speed of thought as your known power.

Class Features

As a transcendent, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per transcendent level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per transcendent level after 1st
The Transcendent
Level Proficiency Bonus Features Powers Known Power Points
1st +2 Power Manifesting 1 0
2nd +2 Fighting Style, Martial Focus 2 1
3rd +2 Eclectic Attunement 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 3 5
6th +3 Eclectic Attunement feature 3 5
7th +3 Blade and Will 3 7
8th +3 Ability Score Improvement 4 7
9th +4 4 10
10th +4 Eclectic Attunement feature 4 10
11th +4 Second Mind 5 12
12th +4 Ability Score Improvement 5 12
13th +5 5 14
14th +5 Impervious Mind 6 14
15th +5 Eclectic Attunement feature 6 16
16th +5 Ability Score Improvement 6 16
17th +6 7 19
18th +6 Eclectic Attunement feature 7 19
19th +6 Ability Score Improvement 7 22
20th +6 Psionic Reserves 7 22

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, and Stealth

Equipment

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

CHAPTER 1 | PLAYER OPTIONS
  • (a) scale mail or (b) studded leather
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • four javelins

If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 gp to buy your equipment.

Power Manifesting

1st-level transcendent feature

You can harness your psychic aptitude to manifest psionic powers. See chapter 2 for the general rules of power manifesting and for the transcendent power list.

Powers Known

You know one power of your choice from the transcendent power list.

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

Power Points

The Transcendent table shows how many power points you have to augment your transcendent powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than half your transcendent level (rounded up) on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Wisdom is your manifesting ability for your powers. You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a transcendent power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Wisdom modifier

Power attack modifier = your proficiency bonus +

your Wisdom modifier

Fighting Style

2nd-level transcendent feature

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

 Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to this class.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus on damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Psionic Warrior

You gain one psionic power of your choice from the channeler power list. It counts as transcendent power for you, and Wisdom is your manifesting ability for it. Whenever you gain a level in this class, you can replace this power with another power from the channeler power list.

Two-Weapon Fighting

When engaging in two weapon fighting, you can add your ability modifier to the damage of the second attack.

Marital Focus

2nd-level transcendent feature

While you have the psionic focused condition you gain the following benefits:

  • When you are the target of an effect which can move you against your will or impair your movement, such a shove or gust of wind, you can take a reaction to add your Wisdom modifier to your ability check or saving throw to resist that attempt.
  • When you hit a target with a melee weapon attack while maintaining a transcendent power augmented by at least 1 power point, you can deal an extra 1d4 psychic damage to it. The size of the die increases when you maintain a power augmented by at least 3 power points (d6) or 7 or more power points (d8). You can trigger this extra damage once each round.
  • Once each round, if you fail a Constitution saving throw to maintain concentration on a transcendent power, you can reroll the die, but you must use the new roll.

Eclectic Attunement

3rd-level transcendent feature

You choose an attunement which expands your combat prowess by channeling your psychic powers in different ways: Ghost Hunter, Nomad, or Transient Blade, all detailed at the end of the class description. Your attunement choice grants you features at 3rd level, and then again at 6th, 10th, 15th, and 18th level.

CHAPTER 1 | PLAYER OPTIONS

Ability Score Improvement

4th-level transcendent feature

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

Extra Attack

5th-level transcendent feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Blade and Will

7th-level transcendent feature

When you use your action to manifest a power, you can make one weapon attack as a bonus action. If you are maintaining a power that allows you to use your action to reactivate the power, you can also make one weapon attack as a bonus action when you do so.

In addition, while you have the psionic focused condition you have advantage on saving throws against the charmed and frightened conditions and compulsion effects.

Second Mind

11th-level transcendent feature

Through rigorous discipline and exercise, you can maintain a second power using the same concentration. One of the powers must have a range of self or only target you. You can only maintain psionic powers through this feature.

If you fail a Constitution saving throw to maintain concentration, you lose both powers unless the powers’ descriptions indicate otherwise.

In addition, while maintaining a second power you can trigger the bonus damage from your Martial Focus feature twice in a round, but can’t trigger it more than once per attack.

Impervious Mind

14th-level transcendent feature

You can maintain a power that targets you for up to two rounds if you are incapacitated. In this event, if you are no longer incapacitated before the power ends, you can choose to continue to maintain it.

Psionic Reserves

20th-level transcendent feature

If you have fewer than 4 power points remaining when you roll initiative, your power point reserve is refreshed to 4.

Eclectic Attunement

Unlocking psychic potential is the goal of a transcendent. An Eclectic Attunement opens new pathways of understanding and discipline to hone this potential.

Ghost Hunter

Ghost hunters are individuals who stalk the supernatural, often as part of a deep-rooted vendetta. They seek out and destroy ghosts, disembodied spirits, and incorporeal undead. They are unrelenting pursuers, many having an unhealthy obsession in their drive, going to lengths to track, trap, and destroy their quarry.

Many ghost hunters suffered tragedy at the hand of supernatural forces, driving them on their crusade against undead and similar fiends. They have strong convictions that let them serve as vanguards against the dark shadows of the world.

Ghost Touch

3rd-level Ghost Hunter feature

As a ghost hunter, you can summon an energy that allows you to shroud your melee weapons with psychic energy. You can take a bonus action to empower any melee weapon you hold or your unarmed strikes for 1 minute. This grants the weapon the following benefits so long as it remains in your possession:

  • You are able to strike any creature you can perceive in the Ethereal Plane as if it were in your current plane of existence.
  • If the weapon is nonmagical, it counts as a magical weapon for the purpose of overcoming damage resistance and immunity.
  • When you deal psychic damage from your Martial Focus feature, you can choose to forgo the damage to mark the target with ghostly light until the end of your next turn. Any attack roll against a creature marked by ghostly light has advantage, and the marked creature can’t benefit from being invisible.

You can use of this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Hunter's Resolve

3rd-level Ghost Hunter feature

You are resolute against the dark forces you hunt. You gain proficiency in Intelligence or Charisma saving throws (your choice) and in the Investigation, Perception, or Stealth skill (your choice).

On the Hunt

6th-level Ghost Hunter feature

You have advantage on Wisdom checks made against undead.

In addition, while you have the psionic focused condition, you can choose to also add your Wisdom modifier when you make a Strength or Dexterity check.

Rebuke

10th-level Ghost Hunter feature

When you hit a spirit (celestial, elemental, fey, fiend or undead) or a creature afflicted by the ghostly light of your Ghost Touch feature with a weapon attack, power, or spell,

CHAPTER 1 | PLAYER OPTIONS

you can rebuke it for a number of rounds equal to your proficiency bonus.

A rebuked creature with the Incorporeal Existence, Incorporeal Movement, or Intangible traits or the ability to pass through matter, as well as a creature under the effect of the gaseous form spell or similar effect is rendered tangible. So long as it is rebuked by this feature, the creature can no longer move through a creature, object, or surface, and it no longer has explicit damage resistance or immunity to nonmagical attacks.

In addition, when you rebuke a creature, it must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is paralyzed until the end of your next turn. This effect ignores condition immunity an undead creature has unless it can’t be turned. Other creature types immune to the paralyzed condition can’t be paralyzed by this feature.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 power points to use it again.

Foot in the Grave

15th-level Ghost Hunter feature

When you would receive damage that would reduce you to 0 hit points, you can use your reaction to regain hit points equal to twice your transcendent level, but incur a level of exhaustion from doing so.

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

Strike at the Soul

18th-level Ghost Hunter feature

You can call upon your psychic resolve to smite an undead creature or a one marked by your Ghost Touch feature. Once during your turn after you hit such a creature with a weapon attack, you can choose to deal 3d6 radiant damage to it.

If that target is undead with a CR no greater than 6 and which has 25 or fewer hit points after taking this damage, it must succeed on a Wisdom saving throw against your power save DC or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.

Nomad

Tapping the very boundaries of material existence, nomads see themselves as disciples of dimensional transference. Nomads pursue psychoportative powers to a greater degree than other transcendents, leveraging them to maneuver themselves or their attacks to the most advantageous positions.

Force Acrobatics

3rd-level Nomad feature

You gain proficiency in Acrobatics and can choose to also add your Wisdom modifier to skill checks you make with it.

 When you teleport, you can end your teleport on a vertical surface, upside down, or on an object your size or larger and gain 10 feet of bonus movement which you can use to leap up or run along the surface while ignoring gravity. This movement doesn’t use your movement speed, nor does it draw opportunity attacks. While using this bonus movement, you gain advantage on ability checks that can benefit from this movement, such as Acrobatics or Athletics, as well as on shove and grapple attempts. You can only gain the bonus to movement speed once per round.

Tracing Steps

3rd-level Nomad feature

During your turn, you can throw an object (such as a melee weapon) you hold to an unoccupied space up to 30 feet away from you as a bonus action. You must have a clear path to throw the object to the desired space. After throwing the object, you immediately teleport to that space and retrieve the object.

Starting at 10th level, when you throw a weapon to use this feature, you can make a ranged power attack with it against a target within its reach from the space you teleport to as part of the same bonus action. On a hit, the target suffers the weapon attack’s normal effects and you can add your Wisdom modifier to its damage.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.

Distortion Field

6th-level Nomad feature

You can create a psionic barrier when you release psychic energy. As long as you have the psionic focused condition, you can choose to gain temporary hit points equal to 1d8 + your Wisdom modifier whenever you manifest a power augmented by at least 3 power points or use a Nomad feature that requires your bonus action. If you lose the psionic focused condition, you lose any temporary hit point granted by this feature.

Force Projection

10th-level Nomad feature

As a bonus action, you can project psychic force with your weapon attacks. This effect lasts until the end of your current turn and counts as manifesting a power. You gain the following benefits.

  • You deal force damage in place of the weapon’s normal damage.
  • You increase the reach of your melee weapon attacks by 10 feet.
  • Your ranged weapon attacks ignore cover.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest.

CHAPTER 1 | PLAYER OPTIONS

Subspace Vestige

15th-level Nomad feature

You can briefly distort your spatial position. If you have teleported since the start of your last turn, when you succeed on a Dexterity saving throw to take reduced damage, you instead take no damage.

If you have teleported during your turn, the first attack each creature makes against you has disadvantage unless you are restrained until the start of your next turn.

Phantom Steps

18th-level Nomad feature

Space isn’t a definite concept to you, and you are able to slip between the folds of reality. During your turn, you can choose to gain a teleporting speed equal to twice your movement speed until the end of your current turn. You can split your movement between your teleporting speed and your normal movement speed as you see fit. Teleport destinations must be within your line of sight and into an unoccupied space.

You may use this feature to teleport up to a maximum of 600 feet. You recover all expended distance when you finish a long rest. You can also spend 1 power point to regain 10 feet of teleport distance.

Transient Blade

Transient blades believe in clarity of thought and see its manifestations as the most appropriate tool for violence. They can shape psionic energies into a blade shrouding their hands. Transient blades often serve as spies or assassins, able to travel discreetly since they don’t need to carry a weapon.

Mind Blade

3rd-level Transient Blade feature

You gain the mystic arms power and can manifest it on your turn without an action. You don’t need to concentrate to maintain the mystic arms power, but still suffer the psychic strained condition normally from maintaining it beyond its maintenance time. You also don’t gain the psionic focused condition from maintaining it.

When you manifest one or two one-handed mystic weapons, you can designate one of them to deal 1d8 damage on a hit instead of 1d6. Other mystic arms features that deal damage and the damage dealt by a two-handed mystic weapon remain unchanged.

Psychic Strike

3rd-level Transient Blade feature

When you hit a creature with your mystic weapon, you can expend up to a number of power points equal to your proficiency bonus to deal 1d6 extra force damage per power point spent to the target. If your mystic weapon strikes multiple targets, you can divide the bonus damage dice among the targets as you choose.

Serenity

6th-level Transient Blade feature

While you have the psionic focused condition, your mind can’t be read unless you allow it, and you also can add half your proficiency bonus on Deception, Insight, Investigation, Perception, and Stealth skill checks if you aren’t already proficient.

With or without the psionic focused condition, you have advantage on Dexterity (Stealth) checks you make to hide within a crowd, Wisdom (Perception) checks you make to determine if you’re being observed, and Charisma (Decep- tion) checks to appear unassuming or nonthreatening.

Knife to the Soul

10th-level Transient Blade feature

Each creature damaged by your Psychic Strike feature has disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws until the start of your next turn.

Phase Walk

15th-level Transient Blade feature

As an action you take on a ghost-like form, becoming incorporeal for a number of rounds equal to your proficiency bonus, or until you use a bonus action to return to normal.

While incorporeal, you can pass through objects, surfaces, and creatures, treating their spaces as difficult terrain. You can’t end your turn in the same space as a creature, nor can you make an attack, manifest a power, or cast a spell. You can continue to concentrate on a power or spell already manifested or cast, however. Your incorporeal form has damage immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can expend 1 power point during your turn to extend the duration of your incorporeal form by 1 round. If this feature ends while you are within the same space as an object or surface, you are moved to the nearest unoccupied space without harm.

After becoming incorporeal this way, you can’t do so again until you finish a short or long rest.

Greater Mind Blade

18th-level Transient Blade feature

Whenever you manifest the mystic arms power, you manifest it with 4 extra power points of augmentations. These extra power points don’t count against the number of power points you can spend to augment a power.

CHAPTER 1 | PLAYER OPTIONS

Artificer

The artificer class receives a new Artificer Infusion and subclass. Artificer is a class presented in Tasha’s Cauldron of Everything.

Artificer Infusion Options

When you choose artificer infusions, you have access to this additional option.

Replicate Psionic Item

Using this infusion, you replicate a particular psionic item. You can learn this infusion multiple times: each time you do so, choose a psionic item that you can make with it, picking from the Replicable Items table. You must meet the level requirement to choose an item from the table.

In the table, an item's entry tells you whether the item requires attunement. See the item's description in chapter 4 for more information about it, including the type of object required for its making.

Replicable Items
Level Item Attunement
2nd shoes of safefall No
6th boots of buoyancy Yes
6th diadem of object reading Yes
10th boots of stomping Yes
10th cloak of charisma Yes
14th arrow of returning Yes
14th gloves of dexterity Yes
14th periapt of wisdom Yes

Psi Forger

Artificers who pursue the craft of the Psi Forger master techniques to shape psionic resonances. These resonances are bound to carefully etched crystals they use as remote appendages, weapons, and spell foci.

Tool Proficiency

3rd-level Psi Forger feature

You gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Psi Forger Powers

3rd-level Psi Forger feature

You can manifest psionic powers using your spell slots. Only powers you know from this class can be manifested with your spell slots. If you know powers from a manifester class, you can’t manifest those powers by using a spell slot unless you have a class feature that expressly permits you to do so. Moreover, while you concentrate on a spell, you have the psionic focused condition. See chapter 2 for the general rules of power manifesting.

Imprinting Powers. You imprint the list of Psi Forger powers that are available for you to manifest. To do so, choose a number of Psi Forger powers equal to half your proficiency bonus (rounded up). You can also replace one or more spells with a power when you prepare your spells, but can never imprint more powers than your proficiency bonus.

Power Points. To augment a power, you must expend a single spell slot of 1st level or higher. You gain a number of power points equal to twice the spell slot's level to augment that power manifestation. You can’t spend more power points than half your level in this class (rounded up). Any unused power points are lost.

If you are a multiclass caster, you can use any of your higher level spell slots to manifest your artificer powers. If you are a multiclass manifester, you can use power points to manifest your artificer powers as normal, but can only spend a number of power points equal to half your level in this class (rounded up) on a power manifestation.

Manifesting Ability. Intelligence is your manifesting ability for your powers. You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

Psi Forger Power List. Here’s the list of powers you consult when you imprint a Psi Forger power: animate electricity, control light, dimensional breach, dislocation, energy blast, energy cloak, ghostly force, inertial barrier, kinetic barrier, spatial void, stasis, suspension, telekinetic flight, telekinetic grasp.

Psi Conduit

3rd-level Psi Forger feature

You craft crystals into psionic reservoirs with which you infuse a part of your spirit. The crystals are Tiny psionic items with no gold value.

While you have the psionic focused condition, each infused crystals in your possession can orbit around you within your space. During your turn, while one or more of your infused crystals is orbiting you, you can use it to make an attack against a target within 60 feet of you as a bonus action. You make a ranged power attack, and deal 1d8 + your Intelligence modifier damage on a hit. The damage type is your choice of bludgeoning, piercing, or slashing, which you decide when you make the attack.

Each of your crystals can emit soft, ethereal light of a color you choose. While the crystal is orbiting you or another target, it sheds bright light out to a range of 15 feet and dim light for an additional 15 feet, otherwise the light is dim and illuminates no space, but can be seen in the dark. You can dismiss or restore this light at will during your turn.

CHAPTER 1 | PLAYER OPTIONS

 As an action, you can locate each of your infused crystals. If it is on the same plane of existence as you, you know how far and in what direction it is, and if you can see the location, it emits an aura that you can see. If it is on another plane of existence, you know which one and on which layer, if applicable.

You can also take an action to call each crystal within 120 feet of you to your hand or, if you have the psionic focused condition, to orbit around you.

You can infuse a number of crystals equal to your proficiency bonus at any given time. If you attempt to infuse an additional crystal beyond this limit, you must select one of your existing crystals to release.

Mystic Conduit

5th-level Psi Forger feature

An infused crystal counts as a spellcasting focus for your artificer spells. When you cast a spell using an orbiting crystal as a spellcasting focus, it provides the somatic component, freeing the use of your hands.

Each infused crystal can also hold knowledge of one of your prepared artificer spells or imprinted powers, and when you cast one of these spells, it is psionic and doesn’t require spell components except for material components which are consumed, provided the crystal is in your hand or orbiting around you. Instead, the spell has the psychic and glow detections. You determine which spell or power each of your crystals holds when you prepare your spells.

In addition, each of your crystals continues to function at any distance from you, as long as it remains on the same plane of existence and you have the psionic focused condition. You can still only attack a target within 60 feet of you with the crystals.

Crystal Tactics

9th-level Psi Forger feature

You expand the versatility of your infused crystals. You can have a crystal orbit or attach to an unattended object or a willing creature within 60 feet of you as a bonus action. Also, after making an attack with one of your orbiting crystals against a target, you can decide to have the crystal return to orbit around you, attach itself to a target it hits, or orbit around the target whether it hits or misses.

 A creature can use its action to attempt to remove an attached crystal by succeeding on a Strength check or grab an orbiting crystal by succeeding on a Dexterity check. The DC of the check is your power save DC.

While a crystal emitting light is attached to or orbits around a target, the target can’t benefit from invisibility and automatically fails on Dexterity (Stealth) checks to remain unseen. In addition, any crystal gains the following benefits as determined by its state:

Attached. When your crystal is attached to an unattended Medium or smaller object or a Medium or smaller creature, you can use your action to move the infused crystal and what it's attached to toward you up to 30 feet. A creature must succeed on a Strength saving throw against your power save DC or be pulled.

Orbiting. When you make an attack using a crystal orbiting the target, it scores a critical hit on an 18, 19, or 20.

Stalwart Ancillary

15th-level Psi Forger feature

While you have the psionic focused condition, you gain the following benefits:

  • You can move your crystals freely during your turn as long as you can see them. A crystal has a flying speed 60 feet and hovers. Each crystal can support up to 500 lbs. of weight. You can move a willing creature holding your infused crystal or an unattended object with one of your crystals attached to it, but its movement speed is halved.
  • Each creature you choose that has at least one of your infused crystals orbiting it, gains a +2 bonus to AC. This bonus doesn’t stack with a shield.
  • When a creature within 10 feet of an orbiting crystal is attacked by a weapon attack, you can take a reaction to increase its AC by 1d4 + your Intelligence modifier against that attack. If a melee attack misses the protected creature, you can choose to have the crystal orbit the attacker automatically.
CHAPTER 1 | PLAYER OPTIONS

Barbarian

The barbarian class receives a new subclass.

Path of the Ghost

Perhaps tragedy or a black heart shaped a barbarian of the Path of Ghost, forging it into a remorseless killer guided by the purpose of malice. Such a barbarian takes on a frightening visage to terrify its foes. Rage is more than just anger: it is psychically empowered hatred, focused only on vengeance and ruin.

Hateful Fury

3rd-level Path of the Ghost feature

While raging, you have the psionic focused condition. In addition, once on each of your turns during your rage, you can designate one melee weapon attack you make as a Frightful Strike.

Frightful Strike. You shroud your weapon in dread. On a hit, you deal an additional 1d8 psychic damage. Moreover, the target or one creature of your choice within 10 feet of it that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If the creature is already frightened of you, it automatically fails this save.

The save DC for your Frightful Strike equals 8 + your Constitution modifier + your proficiency bonus.

At 10th level, the additional psychic damage of a Frightful Strike increases to 2d8.

Ghost Steps

6th-level Path of the Ghost feature

As a bonus action, you can become invisible or enter the border of the Ethereal Plane until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.

When you enter rage, you can choose to become invisible until the start of your next turn using the same bonus action.

Ghost Sight

10th-level Path of the Ghost feature

You can see ethereal and invisible creatures and objects within 60 feet of you as easily as you see visible creatures and objects when you focus as if concentrating on a psionic power. If you have the psionic focused condition, you don’t need to concentrate to gain this benefit, instead gaining it automatically.

Frightful Malice

14th-level Path of the Ghost feature

Once of each of your turns, when you reduce a creature to 0 hit points with a Frightful Strike, you can choose to terrify a number of creatures equal to your proficiency bonus, provided the creature is within 30 feet of your target and able to see the attack. Each creature must make a Wisdom saving throw. On a failed save, it takes 2d8 psychic damage and becomes frightened of you for 1 minute. On a successful save, the creature only takes half of the damage. A creature makes a new Wisdom saving throw at the end of each of its turns, ending the condition for it on a success.

CHAPTER 1 | PLAYER OPTIONS

Bard

The bard class receives a new subclass.

College of Forgotten Echoes

Over the ages, events and individuals leave impressions, echoes of the past, upon the lands. Members of the College of Forgotten Echoes traffic in lost lore and supernatural accounts by reading these impressions. They are known to soothe spiritual unrest in the land or stir up activity to haunt foes.

Secrets on the Wind

3rd-level College of Forgotten Echoes feature

You can rouse the echoes of the past. By spending 1 minute performing, you reveal shadows from the past. You can have them relate to you something from the recent or distant past or reveal a secret within the vicinity.

The echoes are always truthful, but often cryptic. Visions of the past may be portrayed by indistinct shadowy figures or might only reveal one clear aspect (such as a red scarf or the pattern on an urn). When revealing a secret, the echoes will guide you to the proper location through mysterious means such as disembodied whispers or shades of actions past.

Once you have used this feature you can’t use again until you finish a long rest.

Soothing Echoes

3rd-level College of Forgotten Echoes feature

When a creature uses your Bardic Inspiration die, it is shrouded in spiritual energy for 1 minute. During this time, if the creature is charmed, frightened, or unsettled, it can suppress the condition for a number of rounds equal to your proficiency bonus. Alternately, if the creature is reduced to 0 hit points, it can choose to drop to a number of hit points equal to your proficiency bonus instead. After using either benefit, the energy fades.

In addition, you can spend a use of your Bardic Inspiration to return an awakened spiritfont to its dormant state. Make a Charisma (Performance) check opposed by the spiritfont’s Intensity saving throw. If you succeed, the spiritfont is rendered dormant for a number of hours equal to your proficiency bonus.

Echo of the Weave

6th-level College of Forgotten Echoes feature

When you cast a bard spell you know using a spell slot of 2nd level or higher, the echoes of its power linger within you. Within the next minute, you can cast another bard spell you know without expending a spell slot and without requiring spell components. This spell must be of 4th level or less, cast at a lower level than the spell which triggered this feature, and can’t require material components consumed by the spell. The spell is psionic and has the gesture, psychic, and visual (glow) detections.

 Once you use this feature, you must finish a long rest before you can use it again. Starting at 14th level, you can use it twice before a long rest, but only once in a turn.

Haunting Echoes

14th-level College of Forgotten Echoes feature

As an action, you can muster the echoes to curse one creature you can see within 60 feet of you for 24 hours. As long as the creature is cursed, you know generally where it is, provided it is on the same plane of existence as you. You can freely target the cursed creature with divination spells, clairsentience powers, and similar effects, and it gains no benefit from being invisible or hiding from you: you can see it unless it has full cover. Whenever a creature must make a saving throw against this feature, you use your spell save DC.

At the start of each of its turns while it is within 60 feet of you, the cursed target must succeed on a Charisma saving throw or become unsettled for 1 minute. While a creature is unsettled, you can choose to end the curse as a bonus action and force the target to suffer one of the options below (your choice):

  • Grief. The creature is overcome with an uncontrollable urge to lament a great sorrow contained within the echoes and must succeed on a Wisdom saving throw or drop to the ground and wail, becoming prone and incapacitated for 1 minute or until it takes damage.
  • Pain. The creature experiences the pain trapped within the memories of the echoes and must succeed on a Constitution saving throw or become stunned until the start of your next turn. While stunned, it takes an extra 1d6 psychic damage the first time on a turn it takes damage.
  • Terror. The creature sees you as a terrifying creature from the memories of the echoes and must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The creature makes a new Wisdom saving throw at the end of each of its turns, ending the condition on a success.
  • Trauma. The creature is forced to relive a traumatic memory contained in the echoes and must succeed on a Charisma saving throw or it has disadvantage on attack rolls and ability checks for 1 minute.

Only one creature can be cursed this way at a time. Using this feature again ends the effect on the previous target. Once you end the curse using your bonus action, you can’t use this feature again until you finish a long rest.

CHAPTER 1 | PLAYER OPTIONS

Cleric

The cleric class receives a new feature and subclass.

Optional Class Feature

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers you an additional feature that you can gain as a cleric.

Quell Spirits

2nd-level cleric feature

You can expend a use of your Channel Divinity on a creature or object to drive out a creature possessing it. When you do so, you become locked in a battle of wills with the possessor for up to 1 minute. Each round, the possessor must make a Wisdom saving throw against your spell save DC. If the possessor fails three saving throws, it is forcibly removed from the host and is stunned until the end of its next turn. It can’t attempt to repossess the host again for 24 hours. If the possessor fails less than three saves, it remains within its host and is immune to your further attempts to remove it for 24 hours.

You can also use this feature to render a spiritfont whose center is within 5 feet of you dormant. The spiritfont must succeed on an Intensity saving throw against your spell save DC or it becomes dormant for a number of hours equal to your proficiency bonus.

Duality Domain

A cleric of the Duality Domain sees nature as a set of mirrored aspects that are equally complementary and opposing to each other. Examples include dichotomies such as that of body and soul, metaphysical notions such as death and renewal, and concepts such as yin and yang.

Domain Spells

1st-level Duality Domain feature

You gain domain spells at the cleric levels listed in the Duality Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Duality Domain Spells
Cleric Level Spell
1st find familiar, protection from evil and good
3rd augury, see invisibility
5th counterspell, remove curse
7th banishment, hallucinatory terrain
9th animate objects, conjure elemental

Sage

1st-level Duality Domain feature

You gain one cantrip of your choice, but it must come from the cleric, druid, or sorcerer spell list. It counts as a cleric spell for you, and doesn’t count against the number of cantrips you know from this class.

 In addition, you can use a druid focus, such as a staff, as your spellcasting focus.

Talisman Casting

1st-level Duality Domain feature

You can cast a cleric spell you have prepared using a talisman of some sort (such as an ofuda, bead, or crystal). When you do so, the spell becomes a psionic effect and doesn't require verbal or material components, unless they are consumed by the spell.

In addition, if the spell is a 1st-level spell with a casting time of 1 action, you can choose to cast it as a bonus action. When you reach certain levels in this class, the maximum level of a spell you can cast as a bonus action increases: at 9th level (2nd-level spells) and 17th level (3rd-level spells).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Sacred Invocation

2nd-level Duality Domain feature

You expend a use of your Channel Divinity to manifest a power from a dorje or cast a spell from a scroll in your possession as if it is a cleric spell for you. Unless the dorje’s or scroll’s attack modifier and save DC are higher than yours, you use your statistics. When you activate this feature, the dorje or scroll immediately appears in your hand, provided you have an open hand.

Channel Divinity: Contain Spirits

6th-level Duality Domain feature

As an action you can entrap a spirit (celestial, elemental, fey, fiend, or undead). It must succeed on a Charisma saving throw against your spell save DC or become charmed and restrained regardless of its condition immunities for 1 minute or until you cast a spell other than a cantrip or banishment. A restrained creature has disadvantage on its saving throw against your banishment spell.

If the creature possesses a target, it is instead driven immediately from the host on a failed saving throw, and can’t attempt to repossess the host for 24 hours.

Potent Spellcasting

8th-level Duality Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Discord and Harmony

17th-level Duality Domain feature

You are always under the effects of the protection from evil and good spell. This is both a magical and psionic effect, and unless both facets are suppressed, you retain its benefits.

In addition, you can cast the dominate monster spell on a beast, elemental, giant, monstrosity, ooze, or plant with a CR of 11 or less as if it were a cleric spell for you without expending a spell slot.

After casting the spell, you can't cast it again until you finish a long rest, unless you expend two uses of your Channel Divinity feature to cast it again.

CHAPTER 1 | PLAYER OPTIONS

Druid

The druid class receives a new subclass.

Circle of Stillness

Members of the Circle of Stillness are spirit talkers who administer rites to spirits, be they of the land or of ancestors long departed. They give both offerings to and reverence for these spirits.

They can call upon the spirits for aid, especially to undo the damage caused by those who seek to harm the balance between the natural world and the spiritual realm.

Circle Spells

2nd-level Circle of Stillness feature

As a petitioner of the spirits you are granted access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Stillness Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything, two asterisks, in which case it is in Tasha’s Cauldron of Everything, or a dagger, in which case it is in chapter 2 under spells. If you lack the source material, consult appendix C for alternate spells.

Circle of Stillness Spells
Druid Level Feature
2nd cause fear*, ceremony*
3rd healing spirit*, misty step
5th speak with dead, spirit shroud**
7th spirit of the wolf†, summon elemental**
9th commune with nature, legend lore

Spiritual Aid

2nd-level Circle of Stillness feature

You can call upon the spirits for assistance. You have a pool of d6s that you spend to beseech them. The number of dice in the pool equals 1 + your druid level. You regain all expended dice when you finish a long rest.

You can gain the aid of the spirits in a number of ways. The maximum number of dice you can spend at once is equal to your proficiency bonus.

Buffer. When you take damage, you can use your reaction to spend dice, gaining a number of temporary hit points equal to the total number rolled on the dice. These temporary hit points are lost at the end of your next turn.

Dispersion. After a creature takes damage from one of your druid spells, you can spend dice to deal force damage to the target equal to the total number rolled on the dice. If the spell can target more than one creature, you can divide the dice you spend among the targets as you choose. If at least one of the targets is a celestial, elemental, fey, fiend, or undead, you regain one of your dice.

Succor. When you make a Strength or Dexterity check or saving throw, you can spend dice to increase your check or save by the total number rolled on the dice.

Communion

6th-level Circle of Stillness feature

As an action, you can expend one use of your Wild Shape feature to entreat the spirits in one of the following ways.

Assistance. You ask the spirits in the area to aid you in locating a creature, object, or passage. If the spirits know the target's location and aren’t hostile toward you, they will create a sign indicating the direction of what you seek. The sign can take a number of forms such as spiraling leaves and petals or a ghostly glow. The DM will determine the details of the sign.

Quell Unrest. You attempt to sooth the surrounding spirits, laying a spiritfont to rest. The spiritfont must succeed on an Intensity saving throw against your spell save DC or be rendered dormant for a number of hours equal to your proficiency bonus.

Watchful Spirits

10th-level Circle of Stillness feature

Your ability to appeal to ambient spirits increases. You can use your Buffer and Succor features on a creature you can see within 30 feet of you.

Spiritual Beckoning

14th-level Circle of Stillness feature

By performing a 10-minute ritual, you can call forth a spirit to aid you in achieving a specific cause. The spirit can provide information, aid you in travel, or provide an appropriate boon. The DM will decide the exact nature the spirit’s aid takes, but it will never directly enter combat. The spirit you summon is friendly to you.

To call a spirit, you must be within its domain's vicinity or have a fetish (see the Fetish Materials sidebar for details).

A spirit will aid you for up to 1 hour. The DM may allow you to negotiate and appease the spirit to maintain its assistance for a longer time. Most spirits will not depart their domains, but the DM may allow you to bargain with a disagreeable spirit.

Once you use this feature, you can’t use it again until you finish a long rest. You don’t expend the use of this feature if no spirit is within the area or it is unable to answer your call.

Fetish Materials

When no spirit dwells within an area to be sum-moned, a skilled druid or shaman uses a fetish associated with a type of spirit to call one forth.

To create a fetish, appropriate materials must be gathered along with additional reagents which cost 500 gold pieces to imbue the fetish with the magic necessary to summon the spirit. Only one fetish can be created at a time, and once used, the fetish is consumed in the summoning.

CHAPTER 1 | PLAYER OPTIONS

Fighter

The fighter class receives a new subclass.

Dervish

A dervish fighter is able to enter a trancelike dance, channeling psychic energy to gain a sense of the moment to moment movements of its foes while its body weaves and shifts in smooth motions as if the fight were choreographed.

Dervish Dance

3rd-level Dervish feature

You can enter a psychic dance, allowing you to move and attack in a fluid fashion. While you are wearing light or no armor and aren’t wielding a shield, you can enter a focused state on your turn that lasts until the start of your next turn. While in this state, you have the psionic focused condition and move as if dancing.

Once during your turn while you dance this way, you can make one additional attack that stacks with the Extra Attack feature when you take the Attack action to attack with a one-handed melee weapon. You must move at least 5 feet between each attack you make during the dance. You can’t return to a space you just exited (though you can return to that space later during your turn).

If you don’t move at least 5 feet between attacks during your turn, your dance ends early.

You can activate your dervish dance state a number of times equal to 2 + half your fighter level (rounded up), and regain all expended uses of it when you finish a long rest.

Fluid Motion

3rd-level Dervish feature

You gain proficiency in the Performance skill. While you have the psionic focused condition, opportunity and readied attacks have disadvantage on attack rolls to hit you.

Rapid Steps

7th-level Dervish feature

While you are wearing light or no armor, you increase your walking speed increases by 10 feet.

Unarmored Defense

7th-level Dervish feature

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Slashing Winds

10th-level Dervish feature

Your Dervish Dance feature improves, granting you the following benefits while in your dance state:

  • When you take the Attack action, you can move 10 feet as part of the action. This extra movement only provokes opportunity attacks from creatures you choose.
  • While engaging in two-weapon fighting with melee weapons that have the finesse property, you make two attacks when use your bonus action to attack with one of them instead of one attack. These attacks must follow the rules of your Dervish Dance feature.
  • Each time you hit a different foe during your dance, you increase your AC by 1 to a maximum bonus of 4. This bonus last until the start of your next turn unless your dance ends early.
  • After successfully hitting a foe with a melee weapon, when you attack a different foe, you gain a +2 bonus on your first attack roll against the new target.

Movement Mastery

15th-level Dervish feature

Poise and elegance are embodied in your every move. When you make an ability check regarding graceful movement, such as dancing, tumbling, or jumping, you can treat a d20 roll of 9 or lower as a 10.

Also, you are no longer hindered by difficult terrain while using your Dervish Dance feature.

Thousand Cuts

18th-level Dervish feature

You can attack twice while using your Dervish Dance feature before needing to move at least 5 feet.

In addition, if you roll initiative and have no uses of your Dervish Dance feature remaining, you regain two uses of it. You can do this a number of times equal to your Charisma modifier (minimum of one time). You regain all uses of this feature when you finish a long rest.

CHAPTER 1 | PLAYER OPTIONS

Monk

The monk class receives a new subclass.

Way of Insight

A monk following the Way of Insight has opened its mind to greater spiritual awareness and can tap its inner soul to manifest psionic powers. Such a monk’s ki flows freely between mind, body, and soul.

Way of Insight Power Manifesting
Monk Level Powers Known Power Points Monk Level Powers Known Power Points
3rd 1 1 12th 4 7
4th 2 3 13th 5 10
5th 2 3 14th 5 10
6th 2 3 15th 5 10
7th 3 5 16th 5 12
8th 3 5 17th 5 12
9th 3 5 18th 5 12
10th 3 7 19th 6 14
11th 4 7 20th 6 14

Power Manifesting

3rd-level Way of Insight feature

You gain the ability to manifest psionic powers. See chapter 2 for the general rules of power manifesting.

Powers Known. You know one power of your choice from the following list: accelerated healing, adaptability, bastion of thought, body control, chameleon, dislocation, elastic body, empathic transference, energy blast, extrasensory perception, glimmer, inertial barrier, kinetic barrier, living weapon, martial insight, mind tap, muddle, precognition, psychic domination, speed of thought, telekinetic flight, telempathic projection, tremor.

The Powers Known column of the Way of Insight Power Manifesting table shows when you learn more psionic powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from this class’s power list.

Power Points. The Way of Insight Power Manifesting table shows how many power points you have to augment your psionic powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than one third your level in this class (rounded up) on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability. Wisdom is your manifesting ability for your powers. You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Wisdom modifier

Power attack modifier = your proficiency bonus +

your Wisdom modifier

Ki Battery

3rd-level Way of Insight feature

You can replenish your ki points by expending power points. On your turn, you may expend 1 power point to recover 1 ki point. You can never exceed your ki point maximum through this feature.

You can also use your Ki Battery feature in reverse and convert 1 ki point into 1 power point, but can never exceed your power point maximum.

Starting at 6th level, you can convert 2 power points into 2 ki points or vice versa. At 11th level, you may convert up to 3 points. When you reach 17th level, you can convert up to 4 points.

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

Spiritual Center

6th-level Way of Insight feature

While you have the psionic focused condition, each ranged attack you make ignores half and three-quarters cover and each melee attack you make doesn’t suffer disadvantage if you can’t see your target.

Crystal Soul

11th level Way of Insight feature

Whenever you fail on a Constitution saving throw to maintain concentration on a psionic power, you can spend 2 ki points to succeed instead.

Dazing Strike

17th-level Way of Insight feature

When you activate your Stunning Strike feature, you can expend up to 3 power points to spike the target’s mind with psychic energy. The target takes 1d10 psychic damage per power point spent. If it isn’t stunned and is concentrating on a spell, power, or other effect, you increase the save DC of the target's Constitution saving throw to maintain concentration by the number rolled on the d10s.

If a creature’s concentration is disrupted by this feature, it can’t cast a spell or manifest a power until the end of its next turn.

CHAPTER 1 | PLAYER OPTIONS

Paladin

The paladin class receives a new subclass.

Oath of the Ardent

The Oath of the Ardent is taken by paladins possessing an inner fire. Such paladins are devotees of focus and purpose. They see struggle as inevitable and confront it with calm and reserve. Paladins of this oath serve as leaders in times of strife and ministers in periods of calm. When adversity arrives, these paladins change their attitude as easily as someone might don a hat or cloak.

Tenets of the Ardent

Those of the Oath of the Ardent don’t typically answer the call of faith, instead adhering to a path of resolve. However, they are defenders of peace and justice and will take on devout purpose when needed. Paladins of this oath have temperaments matching the mantles they bear.

Purpose. Set a clear goal in a conflict and commit your being toward achieving that goal.

Resolve. With purpose in mind, determine your actions based on the needs of the purpose without losing sight of your values.

Unwavering. When you have been set on your purpose, you mustn’t stray from that purpose.

Reserve. Never allow your emotions to cloud your judgment. Your will is your own to make.

Mantle

3rd-level Oath of the Ardent feature

You are able to attune yourself to a specific creed, granting you access to psionic powers. You choose two mantles, detailed in the “Mantles” section below. When you prepare your spells, you can choose to bear one of these mantles, granting you knowledge of a set of powers. You can only bear one mantle at a time.

When you reach 9th level, you may choose one additional mantle, and one more mantle at 17th level.

As you gain levels, the mantle you bear will determine the benefits of your Aura of Will and Shroud of Will features.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one of the mantles you chose with a different one.

The Mantle feature replaces the Oath Spells feature of the paladin Sacred Oath.

Power Manifesting

3rd-level Oath of the Ardent feature

While bearing a mantle, you can manifest psionic powers using your spell slots. Only powers you know from your mantle can use manifested with your spell slots. If you know powers from a manifester class, you can’t manifest those powers by using a spell slot unless you have a class feature that expressly permits you to do so. See chapter 2 for the general rules of power manifesting.

Powers Known. You don’t know any powers, however, when you bear a mantle, you can manifest that mantle’s powers by expending a spell slot.

Power Points. To manifest a power, you must expend a single spell slot of 1st level or higher. You gain a number of power points equal to twice the spell slot's level to augment that power manifestation. You can’t spend more power points than half your level in this class (rounded up). Any unused power points are lost.

If you are a multiclass caster, you can use any of your higher level spell slots to manifest your mantle powers. If you are a multiclass manifester, you can use power points to manifest your mantle powers as normal, but can only spend a number of power points equal to half your level in this class (rounded up) on a single mantle power.

Manifesting Ability. Charisma is your manifesting ability for your powers. You use Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mantle power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Charisma modifier

Power attack modifier = your proficiency bonus +

your Charisma modifier

Channel Divinity

3rd-level Oath of the Ardent feature

When you take this oath, you gain the following two Channel Divinity options.

Invoke Mantle. As a bonus action, you can use your Channel Divinity to change the mantle you bear. The powers you know change to the new mantle's powers, and you gain its Aura of Will and Shroud of Will features in place of the old mantle’s features.

Unleash Psychic Energy. You can use your Channel Divinity to release the divine psychic energy of your mantle. As an action, you strike each creature within a 15-foot cone you choose. The target must succeed on a Wisdom saving throw against your power save DC or become stunned until the end of your next turn.

Aura of Will

7th-level Oath of the Ardent feature

The mantle you bear provides an aura within 10 feet of you. You must be conscious for the aura to be active.

At 18th level, the range of this aura increases to 30 feet.

Shroud of Will

15th-level Oath of the Ardent feature

As a bonus action, you can activate the mantle you bear to grant you additional benefits for 1 minute. If you have a mount, it gains the same benefits. After using this feature, you can use it again until you finish a short or long rest.

CHAPTER 1 | PLAYER OPTIONS

Incarnate

20th-level Oath of the Ardent feature

You can assume all of your mantles at once, causing your eyes to shine as bright spots of pure power as energies course around your body as appropriate for your mantles. For instance if you possess the storm mantle, sparks of electricity might crackle around you as supernatural winds blow your hair and clothing.

As an action, you assume your incarnate form for 1 minute, granting you the following benefits:

  • Your Aura of Will includes all four of your mantle auras at once.
  • You can activate the Shroud of Will feature for each of your mantles once while your incarnate form is active.
  • You are immune to the psychic strained condition, and if you are already suffering from it, the condition ends.

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

Mantles

Your paladin can select from the mantles below. Each mantle provides an aura, shroud, and powers you know when you bear the mantle. If a psychokinesis power indicates a damage type, you can manifest that power using that damage type, treating it as your energy type.

Communication

Aura. You and each friendly creature you choose with 10 feet of you can telepathically transmit short messages between one another using a common language.
Shroud. You can’t be charmed or made to sleep by magical or psionic means, and attempts to compel or coerce you automatically fail. If you are charmed or otherwise affected mentally, you can activate this shroud using your reaction to free yourself.
Powers. You know the following powers: psychic domination, telempathic projection.

Conflict

Aura. You and friendly creatures within 10 feet of you roll one additional die of damage when scoring a critical hit with weapon attacks.
Shroud. When more than one hostile creature is within 5 feet of you, you have advantage on each attack roll you make against them. When one of these creatures hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Powers. You know the following powers: martial insight, psychic crush.

Corruption

Aura. Each foe within your aura suffers disadvantage on saving throws against effects that deal poison damage or inflict the poisoned condition.
Shroud. You are immune to the poisoned condition and poison damage.
Powers. You know the following powers: apopsi, sap vitality.

Deception

Aura. You and each friendly creature you choose within 10 feet of you gain advantage on Charisma checks.
Shroud. You gain the benefit of the blur spell without requiring concentration.
Powers. You know the following powers: chameleon, muddle.

Destruction

Aura. You and friendly creatures within 10 feet of you deal an additional 1d6 weapon, power, or spell damage when you damage an object or construct.
Shroud. Each time you deal weapon damage, you deal an extra 1d6 damage of the same type to your target.
Powers. You know the following powers: energy cloak (acid), molecular agitation.

Fate

Aura. You and friendly creatures within 10 feet of you benefit from a ripple in fate. Once each round when you fail a saving throw, you can choose to roll a d4 and add the number rolled to your saving throw, possibly allowing you to succeed instead.
Shroud. You add a d6 to each of your attack rolls, ability checks, and saving throws.
Powers. You know the following powers: dissonant destiny, precognition.

Flame

Aura. When you and friendly creatures within 10 feet of you hit with a melee weapon attack, you deal an extra 1 fire damage.
Shroud. You have damage immunity to fire. For every 10 points of fire damage this prevents, you gain a d6 (to a maximum of 5d6). When you hit a target with a melee weapon attack you can expend any number of these dice, roll them, and deal extra fire damage equal to the number rolled on the dice. When your shroud ends, you lose any unspent dice.
Powers. You know the following powers: energy storm (fire), flame manipulation.

Force

Aura. You and each friendly creature within 10 feet of you have advantage on Strength (Athletics) checks and can choose to make a shove attempt as a bonus action.
Shroud. You have damage resistance to telekinetic effects and fall damage. You are never knocked prone from a telekinetic effect or falling. You may activate this shroud using a reaction when you are falling.
Powers. You know the following powers: energy blast, kinetic barrier.

Frost

Aura. You and friendly creatures within 10 feet of you have resistance to cold and fire damage.
Shroud. You have immunity to cold damage. Each creature you choose that starts its turn within 10 feet of you takes cold damage equal to your proficiency bonus.
Powers. You know the following powers: adaptability, hydrokinesis.

CHAPTER 1 | PLAYER OPTIONS
Guardian

Aura. You and friendly creatures within 10 feet of you gain a +1 bonus to AC.
Shroud. You don’t trigger opportunity attacks from movement. When you hit a foe with a melee weapon attack, that foe has disadvantage on each attack roll it makes against a creature other than you until the end of its next turn. You only take half damage from that creature.
Powers. You know the following powers: biomorphic skin, mental barrier.

Justice

Aura. You and friendly creatures within 10 feet of you gain a +1 bonus on attack rolls against a foe that has attacked you or a friendly creature since the end of your last turn.
Shroud. When a foe attacks an ally, you can use your reaction to move up to 10 feet and make an opportunity attack against that foe, provided it is within reach.
Powers. You know the following powers: extrasensory perception, mind probe.

Knowledge

Aura. You and each friendly creature you choose within 10 feet of you can add your Charisma modifier when making an Intelligence check.
Shroud. You are immune to confusion and can see illusions for what they really are.
Powers. You know the following powers: hypercognition, psychometry.

Life

Aura. You and friendly creatures within 10 feet of you gain 1 temporary hit point at the start of each of your turns.
Shroud. You have resistance to necrotic damage, and at the start of each of your turns, you regain 1d8 + your Charisma modifier hit points (minimum 1 hit point).
Powers. You know the following powers: accelerated healing, empathic transference.

Magic

Aura. You and friendly creatures within 10 feet of you are treated as using magical weapons for the purpose of overcoming damage resistance and immunity.
Shroud. You have resistance to damage from spells and make saving throws against spells with a +2 bonus.
Powers. You know the following powers: mystic arms, psychic static.

Mental

Aura. You and friendly creatures within 10 feet of you increase your power and spell attack modifiers and save DCs by 1.
Shroud. You have resistance to psychic damage and can’t be mentally dominated or charmed.
Powers. You know the following powers: id insinuation, mind spear.

Prowess

Aura. You and each friendly creature you choose within 10 feet of you can add your Charisma modifier to Strength and Dexterity checks.

Shroud. You add your proficiency bonus to Strength and Dexterity saving throws and ability checks. If you already have proficiency with the save or skill, you add twice your proficiency bonus instead.
Powers. You know the following powers: body control, elastic body.

Resolve

Aura. You and friendly creatures within 10 feet of you add half your proficiency bonus, rounded down, to saving throws against conditions that don’t already include proficiency bonus.
Shroud. Any time you fail fail an ability check or a saving throw, you can reroll it, but must use the new roll.
Powers. You know the following powers: bastion of thought, inertial barrier.

Shadow

Aura. You and friendly creatures within 10 feet of you gain darkvision to a distance of 60 feet.
Shroud. You can see in darkness, including magical, and dim light as if it were bright light. In addition, while in dim light or darkness, your AC increases by 2.
Powers. You know the following powers: control light, shadow shape.

Sight

Aura. You and friendly creatures within 10 feet of you can add your Charisma modifier on Wisdom (Perception) checks and your foes within 10 feet of you don’t benefit from being invisible or hidden when they attack you.
Shroud. You gain blindsense and aurasight to a distance of 60 feet. You see a shapechanger in its true form and can detect spiritfonts.
Powers. You know the following powers: probability manipulation, remote sight.

Storm

Aura. When you and friendly creatures within 10 feet of you are hit by a melee weapon attack, you can use your reaction to deal 1d6 lightning damage to the creature that hit you.
Shroud. You can move unhindered by high winds (including those made from spells and powers) and have immunity to lightning damage.
Powers. You know the following powers: animate electricity, weather manipulation.

Tremors

Aura. Each foe within 10 feet of you has disadvantage on ability checks and saving throws against effects that push it or knock it prone.
Shroud. Once each round, when you hit with a weapon attack, you deal an extra 1d8 thunder damage and when you hit a creature no more than one size larger than you, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Powers. You know the following powers: spatial void, tremor.

CHAPTER 1 | PLAYER OPTIONS

Ranger

The ranger class receives a new subclass.

Psychic Archer

Psychic archers are rangers that have learned to hone their thoughts into psychic energy. They tend to be focused and calm individuals.

Psionic Power

3rd-level Psychic Archer feature

You learn to focus your spiritual energy to enhance your abilities. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of dice equal to twice your proficiency bonus and they fuel various psionic powers you have, which are described below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Manifesting Ability. Wisdom is your manifesting ability for your powers. You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Wisdom modifier

Power attack modifier = your proficiency bonus +

your Wisdom modifier


The powers below use your Psionic Energy dice.

Blast Charge. After you hit a target with a ranged weapon attack, you can expend one Psionic Energy die to push it 10 feet away from you and infuse it with psychic energy. At the start of the target’s next turn, you roll the die and the target and each creature within 10 feet of it must succeed on a Strength saving throw or have its movement speed is reduced by 5 times the number rolled (to a minimum of 0 feet) until the end of its next turn.

Burst of Speed. You can increase your speed by 30 feet until the start of your next turn. During this time, you can take the Disengage action as a bonus action and can move across liquids on your turn without falling during the move. Once you gain this speed bonus, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to gain it again.

Fate Chain. When you hit a creature with a ranged weapon attack, you can choose to curse it. Once within the next minute when the cursed creature makes an attack roll or saving throw, you can expend one Psionic Energy die, roll the die, and reduce its d20 roll by an amount equal to the number rolled, ending the curse. If the target fails on its d20 roll, it takes force damage equal to the number rolled plus your Wisdom modifier. If it succeeds, you regain the die. Only one creature can be cursed at a time.

Mystic Bolts

3rd-level Psychic Archer feature

You gain the mystic arms power and you can imbue a ranged weapon you hold with it without expending power points.

Focused State

7th-level Psychic Archer feature

Your ability to use psionic powers is enhanced. You add remote sight and puppetry to the list of powers you know. When you manifest a power, you can expend one Psionic Energy die to gain a number of power points equal to 1 + your proficiency bonus to augment the power. Moreover, while you maintain the mystic arms power, you gain the following benefits:

  • You can generate mystic bolts from your hands that have a normal range of 120 feet and no long range. You make a ranged weapon attack with your mystic bolts, and on a hit the target takes 1d8 + your Wisdom modifier force damage. Mystic bolts are considered a ranged mystic weapon.
  • You can concentrate on a ranger spell you cast using the same concentration.
  • When you attack with a ranged weapon, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • You don’t suffer disadvantage when making a ranged weapon attack if a foe is within 5 feet of you.

Psionic Adept

11th-level Psychic Archer feature

You have greater control over spatial matter and telekinetic force, gaining the new powers below.

Phase Arrow. You can transform your ammunition into ghostly bolts. As part of an attack you make with a ranged weapon, you can expend one Psionic Energy Die to ignore cover and any nonmagical barrier for the attack. On a hit, you roll the die, dealing additional force damage equal to the number rolled plus your Wisdom modifier. A Phase Arrow’s attack roll never has disadvantage, and you don’t need to see your target to make the attack.

Ricochet. After you make a ranged weapon attack, you can expend one Psionic Energy die to make a new attack against a different target within range that is no more than 30 feet from your previous target. You roll the die and add the number rolled to your attack roll against the new target. A target can’t be attacked by this power more than once this turn.

CHAPTER 1 | PLAYER OPTIONS

Telekinetic Leaps

15th-level Psychic Archer feature

When you are attacked, you can use your reaction to leap up to 10 feet in any direction. If this places you outside the attack’s reach, the attacker must choose a new target within 5 feet of your previous position or lose the attack. This movement doesn't provoke opportunity attacks.

You can leap out of harm’s way through this feature twice, and regain all expended uses when you finish a long rest, unless you expend a Psychic Energy die to use it again.

In addition, you extend your jump distance by 5 feet for each use of this feature you have remaining (maximum of 10 feet).

Rogue

The rogue class receives a new subclass.

Shadowmind

Trained to traverse the web of the mind, shadowminds make for potent spies and saboteurs. They use their skills as rogues to handle the mundane, and leverage their psychic powers to manage the extraordinary. Like a ghost, a shadowmind can slip through the most secure of bastions and vanish without a trace.

Shadowmind Power Manifesting
Rogue Level Powers Known Power Points Rogue Level Powers Known Power Points
3rd 1 1 12th 4 7
4th 2 3 13th 5 10
5th 2 3 14th 5 10
6th 2 3 15th 5 10
7th 3 5 16th 5 12
8th 3 5 17th 5 12
9th 3 5 18th 5 12
10th 3 7 19th 6 14
11th 4 7 20th 6 14

Power Manifesting

3rd-level Shadowmind feature

You gain the ability to manifest psionic powers. See chapter 2 for the general rules of power manifesting.

Powers Known. You know one power of your choice from the following list: apopsi, chameleon, control light, dislocation, ego whip, enveloping darkness, extrasensory perception, glimmer, harmonics, hypercognition, id insinuation, mental barrier, mind probe, mind spear, mindlink, muddle, precognition, psychic crush, psychic domination, puppetry, remote sight, speed of thought, telekinetic fight, telempathic projection.

The Powers Known column of the Shadowmind Power Manifesting table shows when you learn more psionic powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from this class's power list.

Power Points. The Shadowmind Power Manifesting table shows how many power points you have to augment your psionic powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than one third your level in this class (rounded up) on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

CHAPTER 1 | PLAYER OPTIONS

Manifesting Ability. Intelligence is your manifesting ability for your powers. You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

Shadows of the Mind

3rd-level Shadowmind feature

You gain the shadow shape power. If you already know shadow shape, you may choose another power from the Shadowmind power list.

Starting at 9th level, when you manifest the shadow shape power, you gain a number of extra power points equal to half your proficiency bonus to augment it. These extra power points don't count against the number of power points you can spend to augment a power.

Cloud Mind

9th-level Shadowmind feature

You make yourself completely undetectable to a creature by erasing all awareness of your presence from its mind. The Cloud Mind feature acts like a psionic power manifested by you, but it doesn’t expend power points. You can maintain this power for 1 minute per level you have in this class.

You can use your action to target one creature within 30 feet of you that you can see. The creature must make a Wisdom saving throw against your power save DC. On a failed save, your target is completely unaware of your presence. You are invisible and inaudible to the creature and you can’t be detected by it even through means such as blindsight, tremorsense, or truesight.

 The target also remains unaware of your actions, provided you don’t make any attacks or cause any obvious or directly threatening changes in its environment. For instance, you could open a door and slip out without notice, but if you opened a door and let in allies that the target can detect, it would note the arrival of those allies.

You can remove a handheld, unattended object from the target’s presence without risking notice; moving a larger object or an attended object risks ending the power early. If you do so, or if you take an action that creates a sustained and obvious change in the target’s environment, such as attacking another creature the target can sense, the target makes a new Wisdom saving throw, ending the effect on a success. An ally of your target that can sense you can also alert it to your presence during its turn to grant your target a new save as well.

If you attack the target, the effect ends.

You can use this feature once. You gain one additional use when you reach 13th (two uses) and 17th level (three uses). You regain all expended uses when you finish a long rest, unless you spend 4 power points to use it again.

Starting at 17th level, you can use your Cloud Mind feature against each creature you choose within range that you can see.

Psionic Ambush

13th-level Shadowmind feature

If you are hidden from a creature when you manifest a power or use your Cloud Mind feature on it, the creature has disadvantage on its saving throw against that power this turn.

Mind Stab

17th-level Shadowmind feature

You can remove your presence from a creature’s mind when you attack it. When you deal sneak attack damage to a creature, you may take a bonus action to use your Cloud Mind feature against it.

CHAPTER 1 | PLAYER OPTIONS

Sorcerer

The sorcerer class receives a new subclass.

Dreaming

Born from or within a dream, the Dreaming sorcerer taps the unreality of the Plane of Dreams. These sorcerers spend their waking hours as if dreaming, while during their dream time they are completely lucid. To them, reality is just an illusion, while the Dreaming is true.

While the onlooker might call a Dreaming sorcerer a dreamer, the sorcerer will retort that dreamers are those unaware they are within the dream, and that it is quite awake. While they may seem dazed and lackadaisical, these sorcerers are abundantly aware of their surroundings.

Awakened Resolve

1st-level Dreaming feature

Your insight into the border between dream and reality grants you penetrating awareness. Whenever you make a saving throw or ability check against an illusion or phantom effect, you can choose to add your Charisma modifier to the roll.

In addition, you can’t be made to sleep unless you choose to be.

Dreaming Spells

1st-level Dreaming feature

You learn additional spells when you reach certain levels in this class, as shown on the Dreaming Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything, two asterisks, in which case it is in Tasha’s Cauldron of Everything, or a dagger, in which case it is in chapter 2 under spells. If you lack the source material, consult appendix C for alternate spells.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an illusion spell from the sorcerer, warlock, or wizard spell list.

Dreaming Spells
Sorcerer Level Spells
1st dissonant whispers, sleep
3rd phantasmal force, Tasha’s mind whip**
5th catnap*, dream transmutation
7th dream conjuration†, phantasmal killer
9th dream, dream evocation

Eyes Wide Open

1st-level Dreaming feature

You are always aware whenever you are within a dream, and are automatically a dream actor when you are within the Dreamscape. In addition, when you choose to be unseen by a dreamer, you gain a +10 bonus on ability checks to remain undetected.

Dreaming Wide Awake

6th-level Dreaming feature

The Dreamscape is part of the fabric of your being, allowing you to bring a little piece of the Dreamscape into reality. When you cast a sorcerer spell outside the Dreamscape, you can cast it as a psionic effect instead of a magical effect. If the spell deals damage, you can choose to have it deal psychic damage instead of its normal damage.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Architect of Unreality

14th-level Dreaming feature

Whenever you are on the Dreamscape, you act as a dream architect.

In addition, you can manifest the dreamstate power with a number of power points equal to your level in this class. Once you manifest this power, you can’t do so again until you finish a long rest.

Dream Intrusion

18th-level Dreaming feature

As a bonus action, you can summon the fabric of the Dreamscape, creating a 60-foot radius sphere of dreamlike space centered on you for 1 minute. You can use the Alter Other, Alter Self, and Fabricate Dream Construct actions outside of the Dreamscape at a target within the sphere. Whenever a target leaves the sphere, each effect created by this feature will end after a number of rounds equal to your Charisma modifier (minimum of 1 round).

In addition, you can choose to cast any illusion spell you know by spending a number of sorcery points equal to the spell’s level while you are within the sphere.

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

CHAPTER 1 | PLAYER OPTIONS

Warlock

The warlock class receives a new subclass.

The Geist

The Geist warlock has contracted with a member of the vengeful dead such as a banshee or a yurei. Such an accord has left the warlock as a nexus of miserable and haunted energies. While a warlock of this pact may have one foot in the grave, it has a zeal for life as it is aware of the tortures that await its soul.

Expanded Spell List

1st-level Geist feature

The Geist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Geist Expanded Spells
Spell Level Spell
1st bane, ray of sickness
2nd pass without trace, phantasmal force
3rd bestow curse, speak with dead
4th death ward, phantasmal killer
5th animate objects, telekinesis

Haunted

1st-level Geist feature

Malice and dread surround your presence. Whenever a creature within 30 feet of you makes a Wisdom or Charisma check you can impose disadvantage to that roll.

In addition, you gain a +2 bonus to your spell attack modifier and spell save DC against a creature that has the frightened or unsettled condition. Starting at 6th level, the spiritfont you call with your Horror Font feature also gains this bonus.

Horror Font

6th-level Geist feature

As an action you call forth negative spiritual energy, creating a spiritfont haunting that is a 20-foot radius sphere centered on you. The radius increases by 5 feet when you reach 10th (25 feet) and 14th level (30 feet).

The spiritfont has an Intensity equal to your Charisma score and uses your proficiency bonus. It is hostile to other creatures, except those you choose when you call it forth. The spiritfont remains for 10 minutes, until rendered dormant, you dismiss it with an action, or you die.

When you call forth the spiritfont, you determine its appearance such as if it’s shadowed or smells foul. You also decide which type it is, choosing from the options on the Hauntings table. Each creature that enters the spiritfont’s area the first time on a turn or which starts its turn there

must succeed on a Wisdom saving throw against your spell save DC or become unsettled until it ends its turn outside of the spiritfont. In addition, on each of your turns, you can take a bonus action to cause the haunting to evoke a hostility.

Hauntings
Haunting Hostility
Forceful The spiritfont batters one creature or object within it. A creature must succeed on a Strength saving throw or be pushed 10 feet and knocked prone.
 It can hold shut a door, window, or similar portal instead, slamming it shut if it is open. A portal held this way can’t be forced open unless a creature uses its action and succeeds on a Strength check against your spell save DC.
Noxious Horrible odor fills the spiritfont’s area. You can sicken one creature within the spiritfont. The creature must succeed on a Constitution saving throw or become poisoned until it ends its turn outside of the spiritfont. A creature within the spiritfont gains no benefit from a keen sense of smell.
Spectral The spiritfont ensnares one creature or object within it. A creature must succeed on a Dexterity saving throw or become grappled. During your turn, you can direct the spiritfont to move one target it grapples up to 5 feet, provided it doesn’t exit its range during the move.

 You can call forth the spiritfont a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

From Beyond the Grave

10th-level Geist feature

When you start your turn below your hit point maximum, you can become incorporeal for 1 minute, granting you resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, you can move through other creatures and objects as if they were difficult terrain and can end your turn there. If you are in the same space as a creature or object when this feature’s effects end, you are moved to the nearest unoccupied space without harm.

You must finish a long rest before you can use this feature again.

Reach of Despair

14th-level Geist feature

The depth of torment within your soul is overwhelming. Your warlock spells and class features ignore a creature’s immunity to the frightened, grappled, poisoned, and unsettled conditions.

CHAPTER 1 | PLAYER OPTIONS

Wizard

The wizard class receives a new subclass.

School of Cerebromancy

The School of Cerebromancy is a school of wizardry that seeks to expand the mind and use the Weave to manifest psychic energies. Cerebromancers make study of the psionic arts, having a greater understanding of how they operate and how to manipulate them. Through the course of these studies, they master a few psionic powers that they can evoke through the craft of their magic.

Psychic Arcana

2nd-level School of Cerobromancy feature

You can manifest psionic powers using your spell slots. Only powers you know from this class can be manifested with your spell slots. If you know powers from a manifester class, you can’t manifest those powers by using a spell slot unless you have a class feature that expressly permits you to do so. See chapter 2 for the general rules of power manifesting.

You can select powers you encode from this class to use with your Spell Mastery feature. Substituting a 1st-level spell grants you 2 power points to spend on power augmentations, and substituting a 2nd-level spell grants you 4 power points. You can also choose a power you know from this class to use with your Signature Spells feature, granting you 6 power points to augment that power.

Encoding Powers. You encode two powers of your choice from the savant power list into your spellbook, which details the practice you need to imprint the power. Whenever you can add a new wizard spell to your spellbook, you can replace one of those spells with a savant power of your choice. You can copy a power from a dorje in the same way you copy a spell from a scroll. Psionic powers count as a wizard spell of the highest level you can cast for the purpose of scribing costs and preparation time.

Imprinting Powers. You imprint the list of savant powers that are available for you to manifest. To do so, choose a number of savant powers from your spellbook equal to half your proficiency bonus (rounded up) from the same discipline. You can also replace one or more spells with a power when you prepare your spells, but can never imprint more powers than your proficiency bonus. These extra imprinted powers can be from different disciplines.

Power Points. To augment a power, you must expend a single spell slot of 1st level or higher. You gain a number of power points equal to twice the spell slot's level to augment that power manifestation. You can’t spend more power points than your level in this class. Any unused power points are lost.

 If you are a multiclass caster, you can use any of your higher level spell slots to manifest powers you know from this class. If you are a multiclass manifester, you can use power points to manifest the powers you know from this class as normal, but can only spend a number of power points equal to your level in this class on a power manifestation.

Manifesting Ability. Intelligence is your manifesting ability for your powers. You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a savant power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

Psychic Studies

2nd-level School of Cerobromancy feature

You gain proficiency in the Arcana, History, Insight, or Religion skill (your choice).

Resilient Ego

6th-level School of Cerobromancy feature

You can choose to add your Intelligence modifier to Charisma saving throws you make.

Unleashed Mind

10th-level School of Cerobromancy feature

Whenever you cast a spell using a higher level spell slot than the spell’s level, you can manifest one of your powers as a bonus action even if that power normally requires an action to manifest. The power must be a power you gained from this class and can’t be augmented with power points.

Myriad Comtemplation

14th-level School of Cerobromancy feature

At the start of your turn, you can choose to enter a focused state for 1 minute that allows you to concentrate on both a power and spell at the same time, provided both are granted by this class. When you make a Constitution saving throw to maintain concentration, you only make one roll. If that roll fails, you lose concentration on both the spell and the power.

Once you enter this state, you can’t do so again until you finish a short or long rest.

CHAPTER 1 | PLAYER OPTIONS

Multiclass Psionic Characters

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new class, as shown in the Multiclassing Prerequisite table here and in the Player’s Handbook.

The channeler class requires the same ability it uses for manifesting powers based on its psionic expression.

Multiclassing Prerequisites
Class Ability Score Minimum
Channeler Constitution 13, Intelligence 13,
or Charisma 13
Savant Intelligence 13
Transcendent Strength 13 or Dexterity 13
and Wisdom 13

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of your new class’s proficiencies.

Multiclassing Proficiencies
Class Proficiencies Gained
Channeler Fortune telling tool
Savant
Transcendent Light armor, medium armor, shields, simple weapons, and martial weapons

Class Features

Certain class features interact with psychic class features in different ways.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does).

Rage

The limitation on casting and concentrating on spells applies to manifesting and maintaining powers as well.

Unarmored Defense

If you already have the Unarmored Defense feature, you can’t gain it again from another class.

Wild Shape

In addition to not being able to cast spells in Wild Shape, druids can’t manifest psionic powers while in it. You can still maintain already manifested powers just like you can concentrate on spells.

When you reach 18th level as a druid and gain the Beast Spells class feature, you can manifest powers you know freely.

Power Manifesting

Your capacity to manifest psionic powers depends partly on your combined levels in all you psionic classes and partly on your individual levels in those classes. Once you have the Power Manifesting feature from more than one class, use the rules below. If you multiclass but have the Power Manifesting feature from only one class, you follow the rules as described in that class.

Powers Known and Imprinted. You determine what powers you know and can imprint for each class individually, as if you were a single-classed member of that class. If you can imprint powers, you use only your class level to determine your proficiency bonus for the purpose of determining how many powers you can imprint, even if your proficiency bonus is otherwise higher. If you are a transcendent 4/savant 3, for example, you know two transcendent powers based on your levels in the transcendent class. As a 3rd-level savant, if your Intelligence is 16, you can imprint five savant powers.

Each power you know and imprint is associated with one of your classes, and you use the power manifesting ability of that class when you manifest the power.

If a power of yours increases in power at higher level at no power point cost, the increase is based on your character level, not your level in a particular class.

Power Points. If you have more than one class that can manifest powers, you determine your available power points by adding together your levels in savant and channeler, half your levels in transcendent (rounded down), and a third of your monk or rogue levels (rounded down) if you have the Way of Insight or Shadowmind features. Use this total to determine your power points by consulting the Multiclass Manifester table.

Multiclass Manifester: Power Points
Level Power Points
1st 1
2nd 3
3rd 5
4th 7
5th 10
6th 12
7th 14
8th 16
9th 19
10th 22
Level Power Points
11th 24
12th 27
13th 30
14th 33
15th 36
16th 39
17th 43
18th 47
19th 51
20th 55
CHAPTER 1 | PLAYER OPTIONS

Psionic Feats

New psychic-themed feats are presented here in alphabetical order for groups that use them.

Boomerang

Using telekinesis, you are able to manipulate objects you throw. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you miss with a thrown weapon or object, or with ammunition no heavier than 3 lbs., you may use your reaction to return the item to your hand.
  • As a bonus action, you can telekinetically attune to a held weapon with the thrown property, as if concentrating on a psionic power with a maintenance of 1 minute. The attuned weapon automatically returns to your hand after you make an attack with it.

Combat Focus

You have learned to focus your ki in battle, gaining the following benefits:

  • Increase your Constitution, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • As a bonus action, you can choose one target you can see to focus upon as if concentrating on a psionic power with a maintenance of 1 minute. You gain a +1 bonus on each attack roll made against it.

Energy Control

Prerequisite: The ability to manifest an energy power

You can manifest psychokinetic energy with elemental power, granting you the following benefits.

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • Choose a damage type which must be acid, cold, fire, lightning, poison, or thunder. This becomes your energy type. Whenever you manifest an energy power, you can substitute the chosen damage type in place of the power’s bludgeoning damage.

Oracle

Your predictions tend to come true. You gain the following benefits:

  • Increase your Charisma, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with fortune telling tools and a language of your choice.
  • When you perform a reading, you can grant the recipient an extra use of inspiration, provided it uses it before it finishes a long rest. Once you grant this bonus, you can’t do so again until you finish a long rest.

Psychic Prodigy

Choose a discipline: clairsentience, psychokinesis, psychometabolism, psychoportation, or telepathy. You gain one power from this discipline of your choice.

In addition, using this feat, you have 2 power points which you can use to augment this power. You regain these

power points when you finish a long rest.

You use Charisma, Intelligence, or Wisdom (your choice) as your manifesting ability for this power.

Psychomental Adept

Prerequisite: The ability to manifest at least one power

When you take this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, psychic, or thunder.

Powers and psychic features you manifest ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you manifest that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Rebounding Shots

Prerequisite: At least 1 power point

Supernatural focus and fortune follow you. You gain the following benefits:

  • Increase your Charisma, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • When you miss with a ranged weapon attack, you can expend 1 power point to make a new ranged attack against a different target within range.
  • When you take the Attack action, you can expend 1 power point to allow one ranged weapon attack you make to bounce off an object or surface and change direction to attack a target behind cover.

War Manifester

Prerequisite: The ability to manifest at least one power

You have practiced manifesting powers in the midst of combat, learning techniques the grant you the following benefits:

  • You have advantage on Constitution saving throws to maintain your concentration on a power or psychic feature when you take damage.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to manifest or reactivate a power at the creature, rather than making an opportunity attack. The power must have a manifesting time or reactivation of 1 action and must only target that creature.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged power attack rolls.

Zen Archery

Prerequisite: the ability to gain the psionic focused condition

While channeling psionic energy, you enter a hyperaware state that allows you to make precision shots. Whenever you have the psionic focused condition and don’t have a penalty to your attack roll or disadvantage, you have advantage on ranged weapon attack rolls. Moreover, when you exceed your target’s AC by 10 or more, you deal one extra die of the weapon’s damage.

CHAPTER 1 | PLAYER OPTIONS

CHAPTER 2

Powers and Spells

What is a Power

A psionic power is an expression of psychic energy, such as telekinesis or telepathy. Individual practitioners shape this force through manifesting these energies. In some ways, it is like the ki of a monk summoning power through discipline and will, and in other ways it is like casting a spell, sculpting esoteric energies into a desired effect.

Unlike spells, powers are more general in their capability, often possessing a range of effects. These alternate effects may require greater resource costs to manifest, and some options may be beyond the control of your class and level.

Power Level

Psionic powers don’t have levels like spells, as psionics don’t use slots like spells do. Power level is a concept that is applied in dispel and counter mechanics, with psionic powers having a power level equal to one half the power points spent to augment the power (rounded up). Power level can’t exceed 9th level.

Powers that aren’t augmented are equivalent to cantrips and treated as 0-level powers for purposes of dispelling or countering them.

Known Powers

Before a manifester can use a power he or she must know it. All psionic classes have a limited number of powers they can call. How many and which powers you can know is determined by your class.

Power Points

Powers can be manifested at will at the base strength. Augmented powers require the expenditure of power points, which limits the ability of psychic characters to manifest stronger power expressions. Controlling psionic powers is emotionally and mentally taxing, and the wear and tear of such takes its toll on the body. Thus, each manifesting class includes a table on how many power points at each level a character can use. For example, the 7th-level savant Fiora has 16 power points to spend on augmenting her powers. Furthermore, each class has a limit on how many power points can be used to augment a single power. As a 7th-level savant, Fiora can expend up to 7 power points on a single power expression.

Finishing a short or long rest restores all expended power points.

Manifesting in Armor

Like spellcasting, you must be proficient with the armor you are wearing to manifesting a power. You are otherwise too distracted and physically hampered by your armor for power manifesting.

Manifesting a Power

When a character manifests any power, the same basic rules are followed, regardless of the character’s class and power’s effects.

Each power's description begins with a block of information, including the power’s name, psionic discipline, manifesting time, range, maintenance type and limit, and how it is detected when manifest.

Manifesting Time

Most powers require a single action to manifest. However, some powers can be used with a bonus action or a reaction.

Bonus Action

A power manifest with a bonus action is especially swift. You must use a bonus action on your turn to manifest or activate the power, provided that you haven’t already taken a bonus action this turn. You can both manifest a power with a bonus action and a standard action on the same turn, but can only augment one of them with power points.

Casting a Spell and a Power in the Same Turn. Manifesting a power is equivalent to casting a spell of 1st level or greater. When you manifest a power using a bonus action, you may only use your action to cast a cantrip during that turn.

Ready a Power

You can ready a power in the same way you can ready a spell. You must spend your power points on the augmentations you want when you take the Ready action. The power must have a manifesting time of 1 action, and holding the power requires concentration. If your concentration is broken, the power fails without taking effect.

Reactions

Some powers can be manifest as reactions, and others enable reactions while the power is maintained. Such powers only require a slight thought or even just reflex to activate. If the power can be manifest as a reaction, the power description tells you exactly when you may do so.

Range

The target of a power must be within the power’s range. Some powers target individuals. Other powers target a point in space where the effects manifest.

Most powers have ranges expressed in feet. Some powers only affect a creature (including you) or object you touch. Other powers manifest only on you or centered on you.

Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you.

CHAPTER 2 | POWERS AND SPELLS

 Maintained powers don’t persist when they exceed their range from you, and their effects end immediately once you exit their range, even if you do so while moving during your turn. For instance, Fiora is maintaining a suspension power at maximum range of 60 feet. She is positioned along a barrier and in order to get around it, must first move back 5 feet, out of range of her power. At this moment, the power ends, and Fiora will have to manifest a new power and expend an appropriate number of power points to replace the effect.

Maintenance

Most psionic powers by default are instantaneous effects at the time of manifestation. Any power that can be maintained will remain in effect until the end of the turn once you stop maintaining it, including if you choose not to maintain the power at all. Certain powers will remain in effect until the start of your next turn. These exceptions are detailed in the power description.

When you manifest a power with a maintenance time, you can opt to maintain the power by concentrating on it. Only one power can be maintained at a time, unless allowed by a class feature. A character can’t concentrate on both a power and spell at the same time, unless a class feature allows it.

If you are already maintaining a power and manifest a new power that has a maintenance time, you can opt to stop maintaining the old power and instead maintain the new power. During your turn, you can choose to end a power you are maintaining at will.

Events and effects that would break spell concentration will also break power maintenance.

Some powers can’t be maintained.

Activation and Passive Effects

Some maintained powers don’t have passive effects, but instead allow you to use an action to repeat the effect when you manifested the power or allow you to make an action using a different expression of the power. In this case, the psychic energies remain for you to tap without expending additional power points.

Psionic Focus

Whenever a psionic power is maintained through concentration, the manifester becomes psionic focused, a mental state in which the character’s ki flows in harmony with ambient psychic energies.

Exceeding Maintenance

Maintaining psychic abilities, such as psionic powers, for long durations causes extreme mental stress for the manifester. Powers list how long they can be maintained without risk. When you start your turn while maintaining a power or ability beyond its maintenance, you gain the psychic strained condition. You can stop maintaining the effect at the start of your turn to avoid taking damage from the psychic strained condition.

Detection

Psionics require no incantation, but aren’t completely undetectable. Various powers may give some indication that they are in use, allowing a power to be countered or dispelled.

Psychic

The power gives off a psychic sensation that is undetectable to nonpsionic creatures. Each creature with psychic abilities can perceive if a psionic power is being manifest if it can see the manifester and is within 60 feet. Creatures without psychic ability can’t feel the change in energies.

Gesture

The power requires the manifester to make some kind of gesture. This gesture can be motioning an arm to direct psionic energy or merely touching one’s head. A creature with clear line of sight to the manifester is aware of the power manifestation.

Visual

The power gives off a clear visual effect. All or part of the manifester might glow, or the power may have a visible beam emanating from the manifester. Some powers have overt visual effects, such as telekinetic powers that grab objects or create energy effects.

Targets

A typical power requires you to pick one or more targets to be affected by the power’s expression. A power’s description tells you whether the power targets creatures, objects, or a point of origin for an area of effect.

Unless the power has a perceptible effect, a creature might not know it was targeted by a psionic power at all. An effect like being slammed or lifted by an unseen force is obvious, but a more subtle effect, such as an attempt to read a creature’s mind typically goes unnoticed, unless the power says otherwise.

A Clear Path to the Target

Most powers require line of sight and a direct path to the target. Generally, full cover is enough to protect a target, but some powers can affect targets without line of effect. See the power’s description for such exceptions.

Targeting Yourself

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you manifest, you can target yourself.

CHAPTER 2 | POWERS AND SPELLS

Areas of Effect

Many powers can be used to cover an area of effect when augmented to do so.

A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin (see chapter 10 of the Player’s Handbook for details). Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or object.

A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the power’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9 of the Player’s Handbook.

Saving Throws

Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your powers equals 8 + your manifesting ability modifier + your proficiency bonus + any special modifiers.

When a power has multiple effects that require a saving throw at the same time, such as the start or end of a turn, the target only makes one saving throw and applies the result to each of the power’s effects.

Attack Rolls

Some powers require the manifester to make an attack roll to determine whether the power hits the intended target. Your attack bonus with a power attack equals your manifesting ability modifier + your proficiency bonus.

Many powers that require attack rolls involve ranged attacks. Generally, you are at a disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitation (see chapter 9 of the Player’s Handbook). However, several psychic classes have class features that bypass this disadvantage.

Combining Psionic Effects

The effects of different power manifestations add together while their maintenances overlap. The effects of the same power manifestation manifested multiple times don’t combine, however. Instead, the most potent effect – such as the highest bonus – from those manifestations applies while their maintenances overlap.

For example, if two savants manifest inertial barrier covering the same area, only one effect is applied, subjects within the effect areas are not doubly slowed.

Combining with Magical Effects

In some cases, psionic power may duplicate magical effects. The Dungeon Master will decide which of these similar effects will stack or not.

Spells and powers may also effectively compete against one another. For instance, suspension is similar to levitate and even reverse gravity. In these cases, you should use the effective spell level to determine which the spell cast or power manifested take priority. The effective spell level for spells is equal to the spell slot used to cast the spell. For psionic powers, this is equal to the half the power points spent on the power (rounded up, to a maximum of 9th level). In the case that the effective spell level is equal, then the most recent effect takes priority.

Energy Powers

Some psychokinetic powers are energy powers. If you possess a feature that allows you to manifest an energy type, you can substitute that energy type for the damage type of such powers.

Augmentation

You can spend power points to augment your powers. How you can augment your powers is displayed with a numeric cost. In some cases, you can take the same augmentation multiple times. If there is a limit, it is indicated in the power description. Some augmentations are exclusive with other augmentations, and you can only choose one option. These are defined within the power description.

Powers can have augmentations that cost no power points, but are automatically applied when you reach certain character levels or have spent a certain number of power points on other augmentations for the power. These are covered in the individual power descriptions.

Some augmentations can also be further enhanced, having an additional power point cost on top of the augmentation’s base power point cost. In some cases augmentations can have multiple empowered options and can generally take each if the power point cost is met. The power description will detail these options.

You can never spend more power points on a power than your class allows.

Greater Powers

Manifesting powers that cost 11 or more power points is taxing. After manifesting a power with 11 or more power points, you can’t manifest another power using 11 or more power points until you finish a short or long rest. Starting at 17th level, you can manifest up to two powers using 11 or more power points between rests.

Exertion: Variant

The DM may rule that a psychic character can push itself beyond its limit and manifest powers costing 11 or more power points more often. Once it does so, the character gains the psychic strained condition.

CHAPTER 2 | POWERS AND SPELLS

POWERS


Channeler Powers

  • Adaptability
  • Bastion of Thought
  • Control Light
  • Crystalline Construct
  • Deflection
  • Dimensional Disassociation
  • Dislocation
  • Dissonant Destiny
  • Ectoplasmic Creation
  • Ego Whip
  • Energy Blast
  • Forethought
  • Inertial Barrier
  • Mental Barrier
  • Mind Spear
  • Mind Tap
  • Mindlink
  • Psychic Crush
  • Psychic Static
  • Remote Sight
  • Sap Vitality
  • Spectral Armament
  • Starcall
  • Suspension
  • Telekinetic Flight
  • Telempathic Projection

Savant Powers

Clairsentience
  • Dissonant Destiny
  • Dreamstate
  • Extrasensory Perception
  • Forethought
  • Glimmer
  • Hypercognition
  • Martial Insight
  • Precognition
  • Probability Manipulation
  • Psychometry
  • Remote Sight
  • Spirit Ward
  • Trauma Infusion
Psychokinesis
  • Animate Electricity
  • Control Light
  • Deflection
  • Energy Blast
  • Energy Cloak
  • Energy Storm
  • Flame Manipulation
  • Ghostly Force
  • Harmonics
  • Hydrokinesis
  • Inertial Barrier
  • Kinetic Barrier
  • Molecular Agitation
  • Puppetry
  • Telekinetic Flight
  • Telekinetic Grasp
  • Tremor
  • Weather Manipulation
Psychometabolism
  • Accelerated Healing
  • Adaptability
  • Biomorphic Skin
  • Blood Tendril
  • Body Control
  • Chameleon
  • Decay
  • Elastic Body
  • Empathic Transference
  • Living Weapon
  • Sap Vitality
  • Shadow Shape
  • Size Alteration
Psychoportation
  • Astral Construct
  • Crystalline Construct
  • Dimensional Breach
  • Dimensional Disassociation
  • Dislocation
  • Ectoplasmic Creation
  • Enveloping Darkness
  • Mystic Arms
  • Singularity
  • Spatial Void
  • Spectral Armament
  • Speed of Thought
  • Starcall
  • Stasis
  • Suspension
Telepathy
  • Apopsi
  • Bastion of Thought
  • Ego Whip
  • Id Insinuation
  • Mental Barrier
  • Mind Probe
  • Mind Spear
  • Mind Tap
  • Mindlink
  • Muddle
  • Psionic Blast
  • Psychic Crush
  • Psychic Domination
  • Psychic Static
  • Shatter Psyche
  • Telempathic Projection

Transcendent Powers

  • Accelerated Healing
  • Adaptability
  • Animate Electricity
  • Biomorphic Skin
  • Body Control
  • Chameleon
  • Control Light
  • Decay
  • Deflection
  • Dimensional Breach
  • Dislocation
  • Energy Cloak
  • Energy Storm
  • Empathic Transference
  • Flame Manipulation
  • Ghostly Force
  • Glimmer
  • Inertial Barrier
  • Kinetic Barrier
  • Living Weapon
  • Martial Insight
  • Mindlink
  • Precognition
  • Remote Sight
  • Shadow Shape
  • Singularity
  • Speed of Thought
  • Suspension
  • Telekinetic Flight
  • Tremor
CHAPTER 2 | POWERS AND SPELLS

Power Descriptions

The psionic powers are presented in alphabetical order.

Accelerated Healing

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

Your wounds close rapidly and you regain stamina quickly. While the power is in effect, you don’t lose hit points from blood loss or bleeding, and when you take bludgeoning, piercing, or slashing damage, you regain 1 hit point at the start of your next turn.

You never need to make a Constitution saving throw to continue concentrating on the power when you take damage, provided the power targets you.

1. You regain 1 hit point at the start of each of your turns while the power is in effect.

For every 4 additional power points you spend to aug-ment the power, the amount of hit points you regain at the start of each turn increases by 1.

2. The power’s range becomes touch, conferring all of its benefits to the creature you touch when you manifest it. You must still provide the action to reactivate the power if it can be reactivated.

3. After manifesting the power, you end one disease or one condition at the end of your turn. The condition can be blinded, deafened, paralyzed, or poisoned.

Empower. When you spend 4 power points (7), one disease or condition is removed at the end of each of your turns while the power is in effect.

5. When you manifest the power, you regain 1d8 + your manifesting ability modifier hit points. You can reactivate this effect as an action while the power is in effect.

Empower. When you spend 6 power points (11), you can reactivate the power as a reaction when you take damage.

6. The power's maintenance increases to 10 minutes.

9. As an action, you can reattach any number of severed body parts within 5 feet of you while the power is in effect.

Empower. When you spend 4 power points (13), you can regenerate any number of severed body parts after 1 minute provided the power is in effect for the entire minute.

Adaptability

Psychometabolism


  • Manifesting Time: 1 reaction, which you take when you take damage, encounter a hostile environment, or are afflicted with a condition
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

When confronted with conditions outside the norm, your body adapts to these conditions. When you encounter hot or

cold climates, you can use your reaction to manifest the power. While the power is in effect, you don’t suffer the effects of extreme temperatures (though you still take cold or fire damage).

The effects of the power last until the end of your next turn unless you choose to maintain the power.

1. When one of your senses is impaired, such as through the blinded or deafened condition, you gain the ability to perceive the world using one of your other senses. Through this function, you can counteract blindness or deafness by changing how you perceive the sensory stimulus, such as by feeling light or seeing sound.

When you manifest the power, you select one sense (sight, hearing, taste, smell, or touch) and one additional way you can perceive it that would normally fall under one of the five senses. For instance you could choose to see taste to determine the contents of a vial, or you could feel sight and be able to see normally without opening your eyes.

Illusion and phantom effects will still confuse your synesthete senses as they would your normal senses.

Empower. When you take no other augmentation, except to increase the maintenance, the manifesting time becomes one bonus action.

2. The power's maintenance increases to 10 minutes.

Empower. When you spend 2 power points (4), the power's maintenance increases to 1 hour, and if you spend 4 more power points (8), it increases to 24 hours.

3. When you take damage, you can take a reaction to gain damage resistance against that damage type as long as the power is in effect or until you use your reaction to gain resistance to a different damage type. While the power is in effect, you can reactivate it using your reaction.

Empower. When you spend 8 power points (11), if you end your turn and have resistance to a damage type from the power, you gain immunity to that damage type as long as the power is in effect or until you use your reaction to gain resistance to a different damage type.

7. When you are within a hostile environment such as underwater or the vacuum of space, your body adapts to survive that environment. You don’t need to state which adaptations you take on, it happens automatically. You can breathe anywhere and can’t suffocate. You are also immune to the poisoned condition. Environmental hazards such as lava and acidic clouds only deal half damage, but spells, powers, and other effects deal normal damage.

Empower. When you take no other augmentation, except to increase the maintenance, the power’s maintenance becomes a duration equal to its maintenance, requiring no concentration.

9. Your body gains extreme resilience to impairment. When you are afflicted by the blinded, deafened, paralyzed, or poisoned condition, you can use your reaction to become immune to that condition while the power is in effect.

Empower. When you spend 4 power points (13), you become immune to any number of the listed conditions while the power is in effect by. The immunity happens automatically when you are afflicted by one of the conditions, you don’t need to repeat the reaction.

CHAPTER 2 | POWERS AND SPELLS

Animate Electricity

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture

You can increase the intensity of lightning, create sparks, or manipulate electrical currents within a field covering up to a 10-foot cube. When you manifest the power you can choose to have electricity amplified, diminished, or redirected within the cube. The power remains in effect until the start of your next turn if it is no longer maintained.

An amplified electricity field causes each target within the field to take an additional 1 lightning damage per die from an effect that deals lightning damage.

A diminished electricity field grants each creature within the cube advantage on saving throws against lightning damage. Attacks which deal lightning damage have disadvantage on attack rolls against a creature within the field. In addition, when a creature composed of electricity enters the field for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d8 force damage.

If you redirect electricity, you can use your reaction whenever an effect which deals lightning damage passes through, originates within, or targets inside the field. You must make a ranged power attack against an AC equal to the spell or power save DC of the originator. If successful, you can pick one 5-foot cube section within the field to redirect the effect. A creature within that space takes the normal effects of the lightning, while a creature within a different space of the field is unaffected.

Certain augmentations only apply to a particular type of field; these effects are suppressed while the field is of a different type, but resumes when the field is switched back.

0. When you augment the power with at least 1 power point, you can move the field to a different space in range or change the type of field as a bonus action. You can do both using the same bonus action.

0. When you augment the power with at least 1 power point, the damage dealt to a creature composed of electricity by a diminished electricity field increases by 1d8, and it takes half of the damage on a successful save. This damage automatically increases by 1d8 for every 2 additional power points you spend to augment the power.

1 [Amplified]. You create static within the field. When a creature enters the field for the first time on a turn or starts its turn there, it gains a static charge until the end of your next turn. When you first manifest the power and as an action on your subsequent turns as long as the power is in effect, you can shock each creature within the field or any you choose that have a static charge. A creature must make a Constitution saving throw. It takes 1d8 lightning damage on a failed save or half as much damage on a successful one. The static charge is removed from a target after it takes this damage.

For every 4 additional power points you spend to augment the power, the damage increases by 1d8.

2. The dimensions of the field increase by 5 feet. You can take this augmentation multiple times.

3 [Redirected]. You can spread lightning effects to each

space within the field you choose. When you take the reaction, you decide whether to redirect or spread electricity. If the lightning effect comes from an ally, you automatically succeed on your ranged power attack.

5 [Diminished]. Each creature within the field gains damage resistance to lightning, and if it passes a Dexterity saving throw to take half of the lightning damage, it instead takes no damage.

Empower. When you spend 8 power points (13), crea-tures within the field gain immunity to lightning damage.

6. Using your reaction, you can trap any electrical effect that passes through, originates within, or targets inside the field in the same way you can redirect an effect. A trapped lightning effect deals no damage or other effect. During your next turn, you can use your action to produce the trapped effect against a target within 30 feet of the field.


Static Amalgam

Large construct


  • Armor Class 11 + 1 per 2 power points spent (natural armor)
  • Hit Points 15 + 4 per power point spent
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 2 (−4) 10 (+0) 4 (−3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —        PB equals your bonus

Cloud. The amalgam can move through a space as narrow as 1 inch wide without squeezing.

Lightning Absorption. Whenever the amalgam is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half of the lightning damage dealt.

Static Spark. Each creature which ends its turn within 5 feet of the amalgam must roll a 1d6. On a 6, the creature is attacked by the amalgam’s surge attack without requiring the amalgam to take an action.

Actions

Multiattack. The amalgam makes three surge attacks. It makes four surge attacks when you spend at least 15 power points on the power.

Surge. Ranged Weapon Attack: your power attack modifier to hit, Range 30 ft., one target. Hit: 1d10 + 3 + half the power points you spend on the power (rounded up) lightning damage.

CHAPTER 2 | POWERS AND SPELLS

Damage and effects are identical to the original source, but use your power attack modifier or power save DC. If you don’t use your action to use the trapped effect, it dissipates harmlessly at the end of your turn.

8. As an action, you can cause the field to fire a spark of electricity at a target up to 30 feet away. Make a ranged power attack against the target. On a hit, it takes 5d8 lighting damage.

If a lightning damage effect has passed through, originated within, or targeted inside the field since the end of your last turn, the damage increases by 1d8.

For every 2 additional power points you spend to augment the power, the damage increases by 1d8.

11. When you manifest the power and as an action on your subsequent turns while the power is in effect, you can transform the field into a static amalgam under your control or transform the amalgam back into the field. It manifests in the nearest unoccupied space within or near the field. This creature uses the Static Amalgam stat block. The creature resembles an amorphous storm cloud. If it is reduced to 0 hit points, the power ends.

The creature shares your initiative, but it takes its turn immediately after yours. It follows your will (no action required by you). If you don’t direct the creature, it hovers in place and takes the Dodge action.

Your amalgam’s hit points persist between states. Any lightning damage dealt inside the field heals the amalgam for an amount equal to half of the damage dealt.

The amalgam acts like the field for the purpose of trapping lightning effects and firing a spark.

Apopsi

Telepathy


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture

You modify the memories of a creature you can see within range. These alterations are generally temporary, but can become permanent through augmentation. The target must make an Intelligence saving throw, and if you are fighting the creature, it has advantage on the saving throw. If the save is successful, the power fails and can’t be maintained, otherwise the creature is charmed by you while the power is maintained.

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 altered memory is dismissed, perhaps as a bad dream. The DM will decide how the power affects the creature’s behavior.

A remove curse or greater restoration spell cast on the target ends the power.

You can suppress the target’s memory of a single recent event, such as your presence or a task it was given, provided the event lasted no longer than 1 minute. If the creature fails its saving throw, it can’t recall the event as long as the power is in effect. The event can have occurred no longer

than 10 minutes prior to manifesting the power.

0. When you augment the power with at least 5 power points, the altered memories persist for 1 hour after you

stop maintaining the power for every round you maintained it. When you augment it with at least 13 power points, the altered memories are permanent; only Psychic Chirurgery or the greater restoration spell can restore the lost memories.

1. A creature which fails its saving throw has no recollection of being targeted by the power.

2. You can affect longer blocks of memory and more distant memories. You can affect memories up to 1 hour ago and up to 2 minute long.

Empower. If you spend 2 power points (4), you affect memories up to 24 hours ago and up to 10 minutes long. If you spend 6 power points (8) you affect memories up to 1 year old and 1 hour long. If you spend 10 power points (12) you affect up to 24 hours of memories from any time.

2. You can target one additional creature within range. You can take this augmentation up to four times (8).

3. You can suppress the target's memory of a single tool or skill proficiency. An affected creature can’t add its proficiency bonus to die rolls of the suppressed proficiency while the power is in effect.

A forgotten proficiency can be swiftly relearned at no mechanical cost.

Empower. If you spend 6 more power points, you can suppress the target’s proficiencies with weapons, including unarmed strikes and natural weapons.

4. You can replace the memory of a creature or insert a new memory into it instead of suppressing it. You can’t replace or insert a proficiency or language.

11. Mental tendrils wrap around a creature’s mind when you manifest the power and remove the block of its memory from the last minute. If the creature fails its saving throw, it is incapacitated while the power is in effect and while incapacitated, every passing moment is stripped from its memory forever. If the creature takes any damage or is targeted by another power or spell, the power ends.

Empower. When you spend 6 power points (17), if you maintain the power for one full minute, you can strip away each memory of the creature you choose and leave it an amnesiac.

Astral Construct

Psychoportation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 hour
  • Detection: Psychic, Visual (overt)

You fashion ectoplasm drawn from the Astral Plane into a construct under your control. You determine the construct’s appearance and whether it has appendages or not and what they are; your choice has no effect on its game statistics.

The astral construct shares your initiative, but takes its turn immediately after yours. It follows your will (no action required by you). It can move and take a reaction on its own, but the only action it takes on its turn is the Dodge action, unless you direct the construct to take another action.

The construct has the Manifested and Immutable Form traits in addition to any trait you augment the power to grant it. The construct can only take actions within its stat block if you augment the power to include them. If the construct is reduced to 0 hit points or if it is outside the power’s range, the power ends.

CHAPTER 2 | POWERS AND SPELLS

 A Small ectoplasmic construct forms into existence in an unoccupied space within range. It can perform simple tasks at your direction. It has AC 10, 1 hit point, Strength of 2, Dexterity of 10, Constitution of 10, darkvision to 60 feet, and is immune to the charmed, frightened, poisoned, and unsettled conditions.

The construct can move up to 15 feet and interact with an object. It can perform basic tasks such as pouring a bottle or sweeping a floor, as well as move, lift, or carry objects, but it can’t make an attack.

0. When you augment the power with at least 1 power point, the construct uses the Astral Construct stat block, can be Small of Medium (your choice), and can make attacks, gaining the Strike action. It has a number of Hit Dice equal to your manifesting class level which are d6 if Small, d8 if Medium, or d10 if Large.

When you augment the power with at least 10 power points, you can choose to make the construct Large, increasing its reach to 10 feet.

0. As you spend power points to augment the power, the construct's Strike damage increases to 1d8 (5 power points), 1d10 (11 power points), and 1d12 (17 power points). When it hits a target with a melee weapon attack, it also deals an extra 1 damage for every two power points you spend to augment the power, rounded up.

1. The construct gains a swimming speed equal to its

walking speed.

1. The construct gains blindsight to a distance of 30 feet.

2. The construct’s movement speed increases by 10 feet. You can take this augmentation up to three times (6)..

2. The construct can take the Cleave bonus action.

2. The construct gains proficiency with Athletics or Stealth. You can take this augmentation a second time to gain the other skill proficiency.

3. The construct gains the Ectoplasmic Glue trait.

Empower. When you spend 2 power points (5), the construct can take the Squeeze action.

3. The construct gains the Rush trait.

3. The construct gains a flying speed equal to its walking speed.

Empower. When you spend 2 power points (5), the construct can hover.

4. The construct gains the Reconstitute trait.

4. The construct gains the Sickening Ectoplasm trait.

4. The construct gains the Visceral Attacks trait.

5. The construct can take the Multiattack action. When you augment the power with at least 11 power points, the construct can make a third attack when it takes the Multiattack action.

5. The construct can take the Whirl action.

5. The construct gains resistance to nonmagical damage.



Astral Construct

Small, Medium, or Large construct


  • Armor Class 14 +1 per 3 power points spent (natural armor)
  • Hit Points 15 + 5 per power point spent
  • Speed 30 ft. (can be augmented)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities charmed, frightened, poisoned, unsettled
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge —         PB equals your bonus

Manifested. The construct uses your manifesting ability when making ability checks, attack rolls, and saving throws.

Immutable Form. The construct is immune to any spell or effect that would alter its form.

Ectoplasmic Glue. The construct can automatically grapple a creature its size or smaller that it hits with its Strike. The escape DC is equal to your power save DC. The construct can only grapple one creature at a time and must release its target to grapple a different creature.

Reconstitute. At the start of each of its turn, the construct can expend one of its Hit Dice to regain hit points equal to the number rolled + your manifesting ability modifier.

Rush. If the construct moves at least 10 feet straight toward a target and then hits it with a Strike attack on the same turn, the target takes an extra roll of the constructs Strike attack’s damage. If the target is a creature, it must succeed on a Strength saving throw against your power save DC or be pushed up to 10 feet away and knocked prone.

Sickening Ectoplasm. Each creature hit by the construct must succeed on a Constitution saving throw against your power save DC or become poisoned until the end of its next turn.

Visceral Attacks. The construct scores a critical hit on a roll of 19 or 20.

Actions

Multiattack. The construct can make two attacks of its choice, but can take the Squeeze and Whirl actions each only once during its turn.

Strike. Melee Weapon Attack: your power attack modifier to hit, Reach 5 ft. (10 ft. if Large), one target. Hit: 1d6 + PB force damage.

Squeeze. The construct crushes a creature it grappled with its Ectoplasmic Glue trait, dealing two rolls of the construct’s Strike attack bludgeoning damage.

Whirl. The construct attacks each creature within its reach that you choose. Each creature must succeed on a Dexterity saving throw or take two rolls of the construct’s Strike attack force damage.

Bonus Actions

Cleave. On its turn, when the construct’s Strike reduces a target to 0 hit points or when it scores a critical hit, the construct can make another Strike attack against a different target within its reach.

CHAPTER 2 | POWERS AND SPELLS

Bastion of Thought

Telepathy


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

You erect a mental fortress around your mind. While the power is in effect, you have advantage on Intelligence and Wisdom saving throws against enchantment spells and telepathy powers, such charm person and ego whip, and similar effects, such as Mind Blast.

0. When you augment the power with at least 15 power points, its effects persists for you for 8 hours without concentration.

1. Your thoughts can’t be read by any spell, power, or other effect, and you are aware when an attempt to do so is made against you.

Empower. When you spend 2 power points (3) you can mislead attempts to read your mind. Make an Intelligence (Deception) check against the target’s passive Wisdom (Insight) to reveal misleading or false information.

2. The power's maintenance increases to 1 hour.

4. Each creature you choose within 10 feet of you gains the same benefit as you do when you manifest the power. This protection will remain for another creature as long as the power is in effect and the creature remains within 300 feet of you.

4. You gain resistance to psychic damage and are immune to the unsettled condition. Moreover, you can't be targeted by a psychic impression.

Empower. When you spend 4 power points (8), you gain immunity to psychic damage and the charmed condition.

5. You can’t be located through scrying or similar means; your presence is suppressed from such attempts.

Empower. When you spend 2 power points (7), you can’t be the target of effects that would read your thoughts or emotions while the power is in effect.

Biomorphic Skin

Psychometabolism


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration, up to 1 hour
  • Detection: Psychic, Visual (overt)

Your skin transforms into a hardened substance. As long as the power is in effect, you can add your Constitution modifier instead of your Dexterity to your AC and Dexterity saving throws. This AC bonus is restricted by the armor’s max Dexterity bonus, and you can’t add your Constitution modifier more than once to your AC or saving throw. This hardened substance is still organic despite appearances, and isn’t subject to vulnerabilities such as from the shatter spell.

0. When you augment the power with at least 3 power points, you never need to make a Constitution saving throw to maintain the power when you take damage. When you augment the power with at least 7 power points, you have immunity to disease while it is in effect.

1. You can manifest the power as a reaction when an attack roll is made against you. You gain 1d6 + your mani- festing ability modifier temporary hit points when you do so. When the power ends, you lose these temporary hit points.

Empower. For every 2 additional power points you spend, the temporary hit points increase by 1d6.

3. Your AC equals 14 + your Constitution modifier. You use this AC if it is your highest AC.

Empower. For every 2 additional power points you spend, to a maximum of 10, the AC increases by 1.

4. You gain resistance to one of the following damage types: acid, cold, fire, lightning, poison, thunder. You can take this augmentation multiple times.

9. You gain resistance to bludgeoning, piercing, and slashing damage made by nonmagical attacks not made with adamantine weapons.

Empower. When you spend 6 power points (15), you gain immunity instead of resistance.

Blood Tendril

Psychometabolism


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (overt)

You can transform shed blood into a tendril under your control. You need exposed blood to use the power. You can trivially cut yourself as part of the action used to manifest the power to create a source of blood within 5 feet of you.

The tendril appears in the nearest unoccupied space from the blood you use to manifest the power. When you first create a tendril, and by using your action on subsequent turns while the power is in effect, you can make an attack with the blood tendril against a target within 5 feet of it by making a melee power attack. On a hit, the target takes slashing damage equal to 1d6 + your manifesting ability modifier.

A blood tendril is a Small construct that can be attacked, has AC 13, 10 + 3 per power point spent hit points, immunity to bludgeoning, necrotic, poison, and psychic damage, and regenerates a number of hit points each round equal to your manifesting ability modifier (minimum of 0). It can make opportunity attacks using its own reaction.

While the power is in effect, you can use your action to animate another blood tendril, including reforming one which has been destroyed.

0. The damage a tendril deals on a hit increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. When the tendril hits a target it can automatically attempt to shove it. You use your power attack modifier in place of the tendril's Strength (Athletics) and can choose to pull a creature toward the tendril instead of pushing it away.

2. The tendril’s size becomes Medium, increasing its reach to 10 feet.

3. A creature hit by a tendril must succeed on a Constitution saving throw or take an additional 1d6 damage from blood loss, provided it can bleed.

Empower. For every 2 additional power points you spend, the damage from blood loss increases by 1d6.

CHAPTER 2 | POWERS AND SPELLS

5. When a tendril hits a target no more than one size larger than it, you can choose to have it automatically grapple the target (escape DC equals your power save DC). Until this grapple ends, the target is restrained, and the tendril can't attack another target.

Empower. When you spend 4 power points (9), each time a tendril deals damage to a creature it grapples that can bleed, you can choose one willing creature within 10 feet of the tendril to regain hit points equal to half of the damage.

6. You create a second tendril, from the same blood or a different source within range. Each tendril must occupy a separate space. On the turn you manifest the power, you can make an attack with each tendril. On subsequent turns you can only use your action to attack with one tendril.

A tendril that doesn’t attack can take the Dodge or Help action. A tendril helps a creature make an attack; it can’t help with an ability check that isn’t made to shove or grapple, unless the DM rules otherwise. You choose which creature to help, which can be another blood tendril.

11. A tendril deals an extra 3d6 slashing damage when it hits a creature, and the target must succeed on a Constitution saving throw or become stunned until the end of your next turn as its blood seizes, provided it can bleed.

Body Control

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 hour
  • Detection: Psychic

You adjust your body and its functions, and can stifle physical discomfort or ever shift your physical attributes.

You can increase or decrease your heart rate, breathing, or perspiration, cause yourself to be perfectly still, or shift your body mass to allow minor changes to your appearance (such as appearing fat or thin or changing the length of your hair). Alterations last only as long as the power is in effect.

While the power is in effect, you have advantage on ability checks and saving throws to resist effects that rely on pain or the illusion of pain and against inhaled gases.

1. You can hold your breath as long as the power is in effect.

1. You eliminate your body’s ability to feel fear. You gain immunity to the frightened and unsettled conditions.

Empower. When you spend 4 power points (5), you can manifest the power as a reaction when you fail a saving throw against the frightened or unsettled condition, ending the condition.

3. You can redistribute up to a total of 2 points of your Strength, Dexterity, and Constitution scores, moving 1 point from two scores to the other or 2 points from one score to one or both of the others. You can’t reduce an ability score to less than 5, nor can you increase one beyond your racial maximum. While the power is in effect you can redistribute the points again as a bonus action.

Empower. For every 2 additional power points you spend, to a maximum of 8, the number of points you can redistribute increases by 2. For every 4 power points you spend to do so, your racial maximum increases by 2 while the power is in effect.

5. Your ability to deal with and control exertion increases.

While the power is in effect, you gain the following benefits:

  • You can take the Dash action as a bonus action.
  • You increase your jump distance by 5 feet
  • When you roll a 1 on a damage die from a melee weapon, unarmed strike, or natural weapon, you can reroll the die, but must use the new roll, even if it is a 1.
  • You suppress the effects of exhaustion, except death.

7. While the power is in effect, when you take acid, bludgeoning, cold, fire, lightning, piercing, or slashing damage, you can use your reaction to reduce that damage by 1d10 + your manifesting ability modifier.

Empower. For every 4 additional power points you spend, the amount of damage you reduce increases by 1d10.

9. While the power is in effect, your form can't be altered against your will.

Empower. When you spend 4 power points (13), you can manifest the power as a reaction when you fail a saving throw against the petrified condition or an effect which changes your form, ending that effect.

Chameleon

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

You become like a chameleon, transforming your skin and any gear you carry, allowing you to blend into surrounding terrain.

You can choose to add your manifesting ability modifier instead of Dexterity to Dexterity (Stealth) checks you make, and treat a d20 roll of 9 or less as a 10 with one when you remain still for at least one round.

1. Your camouflage reacts perfectly to changes in your position. While the power is in effect, you have advantage on Dexterity (Stealth) checks to avoid being seen.

2. The power's maintenance increases to for 10 minutes.

Empower. When you spend 4 power points (6), the maintenance increases to 1 hour.

3. You turn invisible until you attack, cast a spell, or manifest a power with a target other than you.

Empower. If you spend 2 power points (5), you can use your action to turn invisible again while the power is in effect. If you spend 10 power points (13), you remain invisible as long as the power is in effect, regardless of actions you take.

7. You blend perfectly into your surroundings. Unless a creature is actively searching for you, you are undetectable as long as you only move up to half of your movement speed and take no actions. If your surroundings change, you need one round to readapt to them, losing the benefits of this augmentation until the start of your next turn.

In order to locate you, a creature must succeed on an Intelligence (Investigation) check against a DC equal to your power save DC + 10, unless the creature has magical or psionic means that can reveal you, such as aurasight or truesight.

9. You can alter your appearance to match another creature of the same type and size, including changing the

CHAPTER 2 | POWERS AND SPELLS

appearance of worn items. The new form can be a specific creature you have seen or one based on traits from your imagination. As long as the power is in effect, you can use your action to change your appearance again.

Your statistics remain the same, and the changes are only cosmetic. You can attempt to deceive creatures, treating your chameleon skin as a successful disguise. You can choose to use your manifesting ability whenever you make a disguise check and add twice your proficiency bonus.

Empower. When you spend 2 power points (11), you can attempt to mimic another creature’s voice you have heard. When you do so, you can use your manifesting ability modifier when you make an ability check to deceive, and have advantage on Deception checks.

Control Light

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 240 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

You can manipulate light in up to sixteen 5-foot cubes. A light source must exist before the power can be used, and the power can’t use light it generates as its own source.

You can change dim light into bright light. You can also change a light’s color to another color of visible light. While the power is in effect, you can change the color of the light without an action during your turn.

0. You control eight additional cubes when you reach 5th level (24), 11th level (32), and 17th level (40).

0. When you augment the power with at least 7 power points, light you control that overlaps an area of magical darkness created by a spell of 3rd level or lower, suppresses the effect so long as its area remains lit through this power.

For every 4 additional power points you spend to augment the power, the spell level of magical darkness you suppress increases by 1.

1. You can suppress light in the area making it one step darker (bright light to dim light, dim light to darkness). The source of the light isn’t destroyed when making dim light into darkness; it just appears to give off no light.

While the power is in effect, you can decrease the intensity of the light by an additional step as an action. For instance, if the light spell is cast within the power's area, you can diminish the light to dim light on your next turn, and then to darkness on your following turn.

2. The power's maintenance increases to 10 minutes.

3. Twisting existing light, you are able to bend and shape light so that it covers a different area. You can reshape light you control into any shape so long as it is contiguous, within range of the power, and touching at least one light source. You can decide for each cube whether the light is bright or dim. While the power is in effect, you can reshape the light as an action.

Empower. When you spend 2 power points (5), you animate the light. Animated light can take on any shape you wish, or a number of different shapes, so long as the total volume doesn’t exceed the cube limit for the power. The light doesn’t have to touch a light source. You can use your action to reshape the light or move it up to 30 feet.

4. You can choose to replace any number of 5-foot cubes of light you control with 10-foot cubes of light, provided the light within the 10-foot cube is the same intensity.

Whenever you use your action to manipulate the light, you can swap the dimensions of any of the cubes you control.

7. Bright light, including dim light made bright through the power, flashes into blinding light in up to three cubes of light within the power’s area you choose. Each creature within an affected cube must succeed on a Dexterity saving throw or become blinded until the end of its next turn.

While the power is in effect, you can repeat this blinding flash in up to three cubes you choose as an action.

Empower. When you spend 2 power points (9), each cube you make flash with blinding light remains glaringly bright; its space is heavily obscured as long as the power is in effect or until its light level changes.

11. You intensify bright light, including dim light made bright through the power, into the equivalent of sunlight. Creatures with sunlight vulnerabilities are affected as if under broad daylight.

If you are able to blindingly flash the light, a creature which takes damage from sunlight is affected as if it starts or ends its turn within sunlight after you do so.

Crystalline Construct

Psychoportation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Gesture, Psychic, Visual (overt)

You fashion a spectral, crystalline structure made of matter from the Astral Plane.

Large, translucent crystalline formations cover a 5-foot cube on a surface you choose within range. The crystals form a barrier that provides three-quarters cover and lightly obscures vision through them. The crystals have AC 16, 40 hit points per 5-foot cube section, immunity to fire, force, lightning, necrotic, poison, psychic, and radiant damage.

If the formation cuts through a creature's space when it appears, the creature is pushed to the nearest unoccupied space it chooses, unless an augmentation indicates otherwise, and it must succeed on a Dexterity saving throw or take 1d6 piercing damage.

1. The crystals provide full cover. You can also choose to make the crystals opaque or transparent, or you can make the crystals transparent, opaque, or translucent depending on which side you are. Transparent crystals can be seen through like clear glass, while opaque crystals block sight.

2. You create three additional 5-foot cubes of crystalline formations. Whenever two or more 5-foot sections are contiguous, the crystals stretch to 10 feet tall.

Empower. For every 2 additional power points you spend, you create four additional 5-foot cubes.

3. While the power is in effect, you can shatter the crystals as a bonus action. Each creature within 5 feet of the formation must make a Dexterity saving throw. It takes 1d10 piercing and 2d6 force damage on a failed save, or half as much damage on a successful one. A creature occupying the same space as the crystals makes its saving throw with disadvantage. Once you shatter the crystals, the power ends.

CHAPTER 2 | POWERS AND SPELLS

 For every 2 additional power points you spend to augment the power, the piercing damage increases by 1d10.

4. When you stop maintaining the power, the crystals remain for 1 minute. You can’t shatter crystals after you stop maintaining the power.

5. A creature that fails its Dexterity saving throw when you manifest the power is partially encased within the crystals and restrained within that space while the crystals remain or until the crystals encasing it are destroyed.

Empower. When you spend 6 power points (11), a creature that has at least half of its space covered by the crystals and fails on its save is fully encased by the crystals and petrified as long as the crystals remain or until the crystals encasing it are destroyed.

Decay

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You can deliver toxins or disease to foes. Make a melee power attack against a creature within your reach. On a hit, the target takes 1d6 poison damage. As long as the power is in effect, you can make this attack again on each of your turns as an action. If you can make more than one attack when taking the Attack or Multiattack action, you can replace one of those attacks with the power’s attack.

0. The damage from the power's ranged and melee attacks increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. The damage from the power's ranged and melee attacks increases by 1d6.

Empower. For every 2 additional power points you spend, this damage increases by 1d6.

2. You can spit the poison by making a ranged power attack. This attack is in place of the melee power attack and has a range of 20/60 feet.

3. As long as the power is in effect, a creature which takes poison damage from the power must succeed on a Constitution saving throw at the start of its next turn or take 2d6 poison damage.

4. While the power is in effect your skin exudes a noxious cloud. Each creature that starts its turn within 5 feet of you must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage. On a successful save, the creature only takes half of the damage.

As a bonus action, you can suppress this effect or restore it as long as the power is in effect.

5. A creature that takes poison damage from the power must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of each of its turns, the creature makes a new Constitution saving throw. On a successful save, it is no longer poisoned by the power.

Empower. When you spend 6 power points (11), a creature that fails its save is afflicted with a crippling disease. Until the disease is cured, the target is poisoned, only regains half the hit points it normally could from rest, magic, or psionic means, and has disadvantage on Strength, Dexterity, and Wisdom checks.

8. The poison spreads to nearby creatures. Once during

your turn when you hit a target with the power or a melee weapon attack, a creature you choose within 5 feet of it must succeed on a Constitution saving throw or be treated as if you hit it with the power.

Empower. When you spend 4 power points (12), you affect one additional creature you choose within 5 feet of a target hit by the power or a melee weapon attack, including one which fails its save against this augmentation. A target can only be affected by the power once in a turn.

Deflection

Psychokinesis


  • Manifesting Time: 1 reaction, which you use when you are hit by a ranged weapon attack
  • Range: Self
  • Maintenance: None
  • Detection: Psychic

The next ranged attack made against you until the start of your next turn is made with disadvantage.

0. When you augment the power with at least 1 power point, you reduce the damage from the triggering attack by 2d8.

Empower. For every 2 additional power points you spend, to a maximum of 8, the amount of damage you reduce increases by 1d8.

1. The power applies to melee weapon attacks as it does ranged weapon attacks. A melee attack can only be redirected to a creature within the attack’s reach.

2. You can use your reaction when a creature within 60 feet of you is hit by a ranged weapon, granting it the power’s benefits.

3. When you reduce a ranged weapon attack to 0 damage, you can redirect it to anywhere within 30 feet of the power's target. If you redirect the attack to target a creature or object, you make a ranged power attack and deal the same damage as the attack before you reduced it.

4. The power's maintenance becomes concentration, up 1 minute. You can use your reaction once each round to reactivate the power.

6. Once each round while the power is in effect, when it reduces the damage of an attack to 0, you regain the use of your reaction at the end of the turn.

Empower. When you spend 4 power points (10), after regaining the use of your reaction this way, your target gains damage resistance to ranged weapons until the start of your next turn.

9. The power applies to ranged power attacks from the psychokinesis and psychometabolism disciplines and ranged spell attacks from the conjuration, evocation, and transmutation schools. A power or spell attack can't be redirected.

Dimensional Breach

Psychoportation


  • Manifesting Time: 1 bonus action
  • Range: Self (10 feet)
  • Maintenance: Concentration, up to 1 round
  • Detection: Psychic, Visual (glow)

You create a portal that allows objects to pass through one end and appear out of the other. You create one portal at

CHAPTER 2 | POWERS AND SPELLS

your space and second portal up to 10 feet from you. The close end of the portal moves with you, but the distant end only functions if it is within 10 feet of you. At the start of each of your turns while the power is in effect, you can reposition the distant end of the portal.

While the power is in effect, you can use your action to pass a handheld object through the portal to the distant end. If a creature is there to receive the object, it does so without needing to take an action. Otherwise, the object falls.

0. The distant end of the portal can be placed and functions at greater distances when you reach 5th level (20 feet), 11th level (40 feet), and 17th level (60 feet).

1. While the power is in effect, you can retrieve one unattended, handheld object from the distant end of the portal as an action. A creature at the distant end of the portal can also pass a handheld object to you as an action.

2. The power's maintenance increases to 1 minute.

2. The distance the distant end of the portal can be and functions doubles. You can take this augmentation twice (4), in which case it triples instead.

3. During each of your turns while the power is in effect, you can make weapon attacks against a target at the distant end of the portal as if you were in the portal’s space.

When you make a ranged attack through the portal, the attack’s range begins at the distant end of the portal, and you can change its direction as it passes through the portal, possibly overcoming cover.

The first time in a combat each target is attacked through the portal, you have advantage on the attack roll.

5. You can use your action to stretch the portal, allowing you to move through it, emerging at the distant end. Entering the portal doesn’t trigger opportunity attacks.

Empower. When you spend 2 power points (7), you can stretch the portal this way as a bonus action.

9. You can cast spells or manifest powers through the portal, extending the spell’s or power’s range by the distance of the portal. You can change its path as it passes through the portal, possibly overcoming cover.

A power which exceeds its range can’t be maintained.

15. You can use your action to tear the portal, creating a rift within 5 feet of you to anywhere you are familiar within the same plane of existence you are on. You and each creature you choose can enter the rift and emerge at that spot. The rift lasts as long as the power is in effect or until you enter it, after which time, the power ends.

Only an augmentation that increases the maintenance can be taken with this one.

Dimensional Disassociation

Psychoportation


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 hour
  • Detection: Psychic, Gesture

You penetrate the boundaries between the planes, liberating you from the restrictions of the Material Plane.

When you spend at least 1 power point to augment the power, its effects replace the power’s base effect. You can take only one augmentation which costs power points.

You can open a small pocket dimension to stash a single

handheld object weighing no more than 10 pounds. When you first manifest the power, and as an action while it is in effect, you can place the object inside or retrieve it from within the pocket dimension. You have a +5 bonus on Dexterity (Sleight of Hand) checks to hide such an item.

0. When you spend at least 9 power points to augment the power, its maintenance increases to 8 hours.

1. You expand the pocket dimension into a space similar to a bag of holding. The opening moves with you for as long as the power is in effect. The contents of the extradimensional space spill out around you when the power ends. This dimensional space doesn’t interact with other extradimensional spaces such as a portable hole.

Empower. When you spend 2 power points (3), you create a space that you can slip into. When you first manifest the power, and as an action while it is in effect, you can enter or exit this space. You are either in this extradi-mensional space or not, and can’t interact or interact with the place you left while within it.

If you spend 6 more power points (9), you and up to nine willing creatures you choose can enter and exit the extra-dimensional space. Other creatures must be within 5 feet of you or the space you entered the extradimensional pocket to enter it.

5. You unmoor yourself from your current dimension. When you move, you can ignore any movement impediments short of a solid barrier such as a wall. You are immune to the restrained condition, and if you are already restrained, you are freed when you manifest the power.

11. You shift to the border regions of the Ethereal Plane, gaining the functions of the etherealness spell.

When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same space as a solid object or creature when this happens, you are immediately moved to the nearest unoccupied space that you can occupy.

This power has no effect if you manifest it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

15. You create a fold in space within 5 feet of you that leads to a demiplane which is a reflection of your mind. The demiplane is 100 feet in each dimension; you determine its terrain and features each time you manifest the power.

You, and anyone you allow, can use the fold to travel to or from the demiplane as an action. An unwilling creature forced into the fold must succeed on a Charisma saving throw or become shunted into the demiplane.

When the power ends, any creature or object left in the demiplane is trapped there. Each time you open a fold through this power, it leads to the same demiplane.

17. You project your astral body into the Astral Plane (the power fails if you are already there), gaining the function of the astral projection spell with the changes described below.

You can only project your astral form. If your cord is cut, the power ends and you must succeed on a DC 15Wisdom (Insight) check or die instantly. Your astral form can maintain powers on its own while your body maintains this power.

When the power ends, you awaken in your physical body. If your body or astral form drops to 0 hit points, the power immediately ends.

CHAPTER 2 | POWERS AND SPELLS

Dislocation

Psychoportation


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (glow)

Refashioning space and time, you create a temporary dimensional fold that teleports you or a freestanding Medium or smaller object or creature that you can see within range to another location, provided it can fit in that location. An unwilling creature must succeed on a Dexterity saving throw or be moved.

You move the target 5 feet in any direction. This effect is replaced when you augment the power to swap positions, relocate a target, or send a target into the future.

1. You, a willing creature, or unattended object in range swaps places with another willing creature or unattended object within range. You can't take this augmentation if you send a creature into the future.

Empower. When you spend 4 power points (5), you can target unwilling creatures within range. An unwilling creature which succeeds on its save, or one that fails to teleport, prevents another target from entering its space, preventing that target from being teleported.

2. You target one additional creature. You can take this augmentation up to four times (8).

2. The power's range increases to 90 feet.

3. You relocate one target to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

4. You can target a Large or smaller creature or object.

Empower. When you spend 4 power points (8), you can target a Huge or smaller creature or object.

6. The power's maintenance becomes concentration, up to 1 minute. While the power is in effect, you can use your action to reactivate it.

9. You send the target 1 round into the future. For the target, no time passes at all. At the start of your next turn, the target returns to the same spot it was before, dislodging anything occupying its space to the nearest unoccupied space.

Empower. If you spend 4 power points (13), you send the target up to 1 minute into the future. If you spend 8 power points (17), you send it up to 1 hour into the future. You decide the time.

Dissonant Destiny

Clairsentience


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: None
  • Detection: Psychic, Visual (glow)

You exert will over the destiny of a creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by the power.

A target which fails its save has disadvantage with each attack roll it makes against a specific creature or object you choose until the start of your next turn.

1. A target which fails its save is crippled by visions of its future and is unable to take an action during its next turn.

Empower. When you spend 4 power points (5), until the start of your next turn, the target is stunned.

2. You can target one additional creature. You can take this augmentation up to four times (8).

3. A target which fails its save must repeat the action it took during its last turn on its next turn. It must take its action before it can move or take a bonus action during the turn. If it is able, it will take the same action targeting the same space, even if the space is occupied by a different target. For example, if a giant hurled a boulder at a space 40 feet away, it will throw another boulder at that same space.

The target consumes any resource required to repeat the action. If the situation has changed in a way that the target can’t take the same action, such as lacking a spell slot to cast a spell, it instead takes no action.

Once a creature has repeated its action the power ends for it, and it can move and take bonus actions normally.

7. A target which fails its save sees its own death in one possible fate. It takes 8d6 psychic damage and is poisoned until the start of your next turn.

9. You link the fate of two creatures you can see within range for 1 minute. The creatures must be within 30 feet of each other when you target them. At least two creatures must fail their save for the power to take effect, but a creature can choose to fail its save. Whenever one creature is afflicted with the blinded, deafened, frightened, paralyzed, poisoned, or restrained condition, each linked creature is also affected for the same duration.

Effects other than conditions which cause disadvantage or impose penalties on attack rolls, ability checks, or saving throws are also shared with a linked creature. Moreover, if a condition or effect is removed from one creature, it is removed from each linked creature.

Empower. When you spend 6 power points (15), if a target takes damage, each linked creature takes an equal amount of force damage. If the damaged creature is immune to the damage type inflicted, each linked creature takes no damage from the power. If more than one creature is hit by the same damage effect, only the highest damage dealt is shared by each linked creature. If a creature dies, each linked creature must make a Constitution saving throw against your power save DC, taking 6d6 necrotic damage on a failed save or half as much damage on a successful one.

Dreamstate

Clairsentience


  • Manifesting Time: 1 minute
  • Range: Self
  • Maintenance: Concentration, up to 8 hours
  • Detection: Psychic, Gesture

You are able to perceive and affect the dream realm. A subject must be within 5 feet of you for you to focus on its dreams or enter them. While you view or enter a dream, your body is incapacitated. You can only use the power on a creature once within a 24-hour period.

While the power is in effect, you can use your action to focus on a sleeping creature and see the dream it experiences.

CHAPTER 2 | POWERS AND SPELLS

1. When you focus on a creature for at least 1 hour, you can attempt to guide its dream in a way to reveal one piece of information the creature knows, including one which the creature isn’t aware it knows, such as a suppressed memory. An unwilling creature must succeed on an Intelligence saving throw, or reveal a dream-like depiction of this information to you. When the creature awakens, it will become aware of this information even if it wasn’t already aware of it.

You can focus on subsequent hours to learn additional information or attempt to uncover the same one as a previous probe. If the dreamer has succeeded on one saving throw against this power, it has advantage on each subsequent saving throw against the power for the remainder of its rest.

3. When you focus on the dream of a sleeping creature, if a spell, power, or other effect, such as a night hag’s Nightmare Haunting action, is affecting the creature, you are aware of the nature of this effect and have a general idea of how powerful it is.

5. When you focus on a sleeping creature, you project your dream avatar into its dream. While in the dream, you can use any clairsentience or telepathy power on the subject or within the confines of the dream. If a hostile creature is within the subject’s dream, you can direct your clairsentience and telepathy powers against it.

Empower. When you spend 4 power points (9), you act as a dream actor within the subject’s dream. You don’t gain the ability to enter an adjacent dream or travel outside of the Dreamscape.

7. If you spend one hour focused upon or within the dream of a sleeping creature, you can alter its dream’s type. For instance, you can change the target’s nightmare into an inspiring dream. Once you have changed a creature’s dream type, you can’t do so again for that creature until 30 days have passed.

11. If you spend 4 hours focusing upon or within the dream of a sleeping creature, you can weave their dream into a compelling world from which the dreamer doesn’t wish to awaken. The creature must succeed on a Charisma saving throw, or it enters a deep slumber from which it doesn’t awaken. This slumber lasts for ten days. While in a deep slumber, the creature doesn’t need food or air and doesn’t age.

Only the Psychic Chirurgery feature or the dispel evil and good spell ends the slumber early.

Empower. For every 2 additional power points you spend, the time a target slumbers increases: one month (13), one year (15), or until removed (17).

15. You gain the ability to enter the Dreamscape while focusing on a sleeping creature. You project your consciousness into a dream, becoming a dream architect able to navigate the Dreamscape. You can travel between the dreams of other creatures. When you travel from the Dreamscape to another plane, your body is transported, along with all of its belongings.

While in the Dreamscape, you can also manifest clairsentience and telepathy powers against a creature’s real body when you are within its dream. A dreamer is completely unaware of your presence so long as you choose, but if you attack its dream avatar, it becomes aware of you and can act according to dream logic.

 If you remain in the Dreamscape when the power ends, or if your dream avatar dies, you return to your body with no ill effects.

Ectoplasmic Creation

Psychoportation


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (overt)

You draw ectoplasm from the Astral Plane which remains until the start of your next turn when the power is no longer in effect.

You create ectoplasm in a 10-foot square space that you can see within range. The ectoplasm has a gooey consistency that makes the surface difficult terrain.

0. The power creates one additional 10-foot square of ectoplasm when you reach 5th level (two squares), 11th level (three squares), and 17th level (four squares). The squares must be contiguous.

1. The ectoplasm is especially sticky. When a creature enters the ectoplasm's space for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or become stuck to the ectoplasm and unable to move until the start of its next turn.

Empower. When you spend 2 power points (3), a creature stuck to the ectoplasm is also restrained by it.

2. You create one additional 10-foot square, which must be contiguous with another square. You can take this augmentation multiple times.

2. When you first manifest the power, and as an action as long as it is in effect, you can cause the ectoplasm to attack a target within 10 feet of it with grasping tendrils. You make a melee power attack. On a hit, the target is grappled. At the end of each of your turns, a grappled target is pulled 5 feet toward the ectoplasm's space.

A creature can use its action to make a Strength saving throw against your power save DC. On a successful save or once the target is pulled into the ectoplasm’s space, the target is freed of the tendrils and no longer grappled.

Empower. When you spend 4 power points (6), the reach of the tendrils increases to 20 feet.

4. The ectoplasm’s area is comprised of 10-foot cubes instead of squares. Each cube must be contiguous and rest on a surface or another cube of ectoplasm. A creature fully within the ectoplasm has disadvantage on its saving throws against the power.

5. The ectoplasm sickens creatures which come into contact with it. When a creature enters the ectoplasm's area for the first time on a turn, starts its turn there, or is hit by its tendrils, it must succeed on a Constitution saving throw or become poisoned until the start of its next turn.

9. The ectoplasm becomes acidic. When a creature enters the ectoplasm's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d8 acid damage and an additional 1d8 acid damage per 5 feet traveled through the area. On a successful save, the creature takes half of the damage and doesn’t take any additional acid damage when moving through the ectoplasm this turn.

CHAPTER 2 | POWERS AND SPELLS

 In addition, a creature grappled by the ectoplasm's tendrils takes 2d8 acid damage at the start of each of its turns as long as it is grappled.

Empower. When you spend 2 power points (11), a creature which came into contact with the ectoplasm is coated in acid. At the start of each of its turns as long as the power is in effect or until the creature is no longer coated in the acid, it takes 1d8 acid damage. A creature can use its action to scrape the acid away, removing the coating.

Ego Whip

Telepathy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam)

You telepathically assault the mind of a creature you can see within range, infusing it with doubt. The creature must succeed on a Wisdom saving throw or be affected by the power for as long as it is in effect. At the end of each of its turns, the target makes a new Wisdom saving throw, ending the power for it on a success. A creature immune to the charmed condition is unaffected by the power.

The target can’t take reactions. Moreover, the target will not assist allies, prohibiting it from taking the Help action or counting as an ally for effects that require or target an ally.

1. Whenever a target which fails its save makes an attack roll or ability check, the target must roll a d6 and subtract the number rolled from the attack roll or ability check.

Empower. When you spend 4 power points (5), the die a target must roll increases to a d8.

2. You can target one additional creature, provided the creatures are within 30 feet of each other when you target them. You can take this augmentation up to four times (8).

3. A target which fails its save drops whatever it is holding and becomes frightened of you.

While frightened by the power, a creature must take the Dash action and move away from you by the safest available route on each of its turns.

9. A target which fails its save is crippled with anguish. Whenever a foe moves within 5 feet of it, it must succeed on a Wisdom saving throw or its movement speed is reduced to 0 and it can't attack until the end of its next turn.

17. A target which fails its save is overcome with crippling despair. It crumples to the ground and is prone. The creature won’t attempt to defend itself.

Elastic Body

Psychometabolism


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (overt)

You can stretch and bend your body in ways not normally possible while the power is in effect. You can revert to your normal shape at will during your turn without taking an action, including any shape changes from the power's augmentations.

While the power is in effect, you can substitute your manifesting ability modifier in place of your Strength modifier when making a melee weapon attack or grapple. In

addition, your bones can’t be broken.

You can stretch your arms and legs up to 10 feet. For every 10 feet you can stretch your limbs, your walking speed increases by 5 feet. You gain a climbing speed equal to your walking speed and can also use your action to move yourself to the extreme of your reach, such as pulling yourself up a ledge or reaching across a chasm.

Your melee reach is equal to half of the length you can stretch your limbs (rounded down to the nearest 5 feet). You can bend your limbs while making a melee attack to reach around cover. Attack rolls and ability checks made with a stretched limb have disadvantage.

0. When you augment this power with at least 1 power point, you no longer have disadvantage on attack rolls and ability checks for using your stretched limbs.

Empower. For every 2 additional power points you spend, the length you can stretch your limbs increases by 5 feet.

1. Your body can coil like a spring, tripling your jump distance.

3. You can move through a space as narrow as 1 foot wide without squeezing.

Empower. When you spend 4 power points (7), you can move through a space as narrow as 1 inch wide without squeezing.

5. You can flatten yourself, increasing your buoyancy and allowing you to float on air currents or with gusts of wind. Flattening yourself takes an action, unless you are falling or in danger of being crushed, in which case you may do so using your reaction. Once flattened, you remain flat until you choose to resume your normal shape.

You fall as if under the effect of the feather fall spell. You can also float on water or other liquids, as well as sail on the wind like a kite, moving at a rate equal to the wind, but you have no control over which direction you move. While flattened, you can't be crushed or damaged by cave-ins and debris and can move through debris using your climbing speed.

7. You can rapidly bend and twist your body. You reduce bludgeoning and piercing damage dealt to you by 1d10. You can wrap a creature you grapple with your body granting you advantage on the grapple check. You are also treated as one size larger for the purpose of grappling.

For every 4 additional power points you spend to augment the power, you reduce bludgeoning and piercing damage by an additional 1d10. When you augment the power with at least 13 power points, you treat your size as two sizes larger during a grapple.

9. You can inflate your body. You can expand your arms, fists, legs, and feet, and can increase your unarmed strike damage die to 1d8.

As an action, you can expand your body into a sphere with a radius equal to up to half the length you can stretch your limbs. As a sphere you have advantage on ability checks to resist a grapple and can’t be knocked prone. You also can’t be forced into a space smaller than your expanded size could fit.

You can roll to move, and double your walking speed, but not your climbing speed, when rolling downhill. When rolling, downhill or otherwise, you can attempt to bowl into each target whose space you enter during your movement. A creature must make a Dexterity saving throw. On a failed save, it takes 1d8 + your Strength modifier damage and is

CHAPTER 2 | POWERS AND SPELLS

pushed 5 feet away from your path. You can only bowl into a creature once each turn. If you roll into a creature or object larger than your sphere form, you stop moving and your movement speed becomes 0 until the end of your turn.

As an action, you can make a special attack that hits each target within a line which originates from you that is 5 feet wide for every 10 feet your can stretch your limbs and has a length equal to your melee reach. Each creature within the area must make a Dexterity saving throw. On a failed save, the target takes 2d8 + your Strength modifier bludgeoning damage, is pushed 10 feet away from you, and knocked prone. On a successful save, the target only takes half of the damage.

Empower. When you spend 2 power points (11), you can make one unarmed strike as a bonus action. When you augment the power with at least 17 power points, you can make two unarmed strikes as a bonus action.

Empathic Transference

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You can transfer 1d6 damage from a creature you touch to yourself. You can reactivate the power as an action while it is in effect.

Damage you take from this transfer can’t be reduced or prevented and ignores temporary hit points, but never requires you to make a Constitution saving throw to maintain concentration on the power. You can't transfer damage that would reduce you to 0 hit points.

0. The amount of damage the power transfers increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. You can transfer damage from yourself to a creature within your reach. The creature must make a Constitution saving throw. On a failed save, it takes up to 1d6 necrotic damage, and you regain an equal amount of hit points. You can transfer no more damage to the creature than you have taken. For example, if you have only taken 2 points of damage, you can only deal 2 points of necrotic damage even if you roll a 3 or higher. A willing creature can choose to fail its saving throw.

Empower. When you spend 4 power points (5), you can transfer one disease or one condition, which must be blinded, deafened, or poisoned, to or from you when you transfer damage, even if 0 hit points are transferred. A creature which fails its Constitution saving throw is affected by the effect or condition you transfer for the remainder of its duration. If the creature is immune to the transferred effect, that effect ends.

2. You can reactivate the power as a bonus action to a creature you grapple, but you can't use your action to reactivate the power during that turn.

4. The amount of damage you can transfer increases by 1d6. You can take this augmentation multiple times.

7. You can share the effects of one transmutation spell of 3rd level or less or psychometabolism power augmented with 6 or fewer power points with one willing creature you touch. You choose which effect to share. A shared effect ends when this power is no longer in effect, the shared spell

or power ends, or you use this power to share an effect with a different creature.

Empower. For every 4 additional power points you spend, to a maximum of 8, the maximum spell level increases by 1 and the maximum power points increase by 2 that a shared spell or power can have.

9. Whenever you transfer damage to or from a creature, you can create an affinity link with it. As long as the power is in effect, each time you or a creature in the affinity link takes damage or regains hit points, each member of the link you choose takes or regains the same amount.

You can only maintain one affinity link at a time, but that link can contain any number of creatures you add to it. You can target a member of the link to a distance up to 60 feet from you with the power, as if you touched it.

Empower. When you spend 4 power points (13), you link up to five willing creatures and yourself, provided each creature is touching you at the time of manifestation. You can’t add a new creature to your affinity link when you empower it this way.

Energy Blast

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Self (up to 90 feet)
  • Maintenance: None
  • Detection: Psychic, Gesture

You slam a target within 90 feet of you with psychokinetic force, provided you have a clear path to it. A creature must make a Strength saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from you.

If a target is knocked into a wall or a solid object that is larger than it, it takes 1d6 bludgeoning damage per 10 feet of movement it can’t be pushed due to the obstruction. If a target is pushed over an edge, it will fall.

This is an energy power; you can substitute your energy type’s damage in place of the initial bludgeoning damage if you have a feature that permits this.

You can only take one augmentation which changes the shape of the kinetic force.

0. The power’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) and by 1d6 for every 2 power points you spend on a shape augmentation.

0. When you augment the power with at least 1 power point, a target which succeeds on its Strength saving throw takes only half of the damage from the power. When you augment the power with at least 11 power points, a creature is knocked prone on a failed save.

1. The initial damage increases by 2d6. If you augment the power to create a shape, this augmentation increases damage by only half as many dice.

Empower. For every 2 additional power points you spend, the damage increases by 2d6.

2. The distance you push a target increases by 10 feet. You can take this augmentation up to five times (10).

2 [Shape]. The power gains a range of 150 feet and creates a wad of concussive force at a point you can see that bursts striking up to two targets within 5 feet of the burst. On a failed save, the targets are pushed away from each other and the burst.

CHAPTER 2 | POWERS AND SPELLS

Empower. When you spend 6 power points (8), the burst becomes a sphere with a radius up to 30 feet. Each target within the sphere is slammed by the power and is pushed away from the center of the sphere on a failed save.

2 [Shape]. You create a line of kinetic force that is 5 feet wide and up to 60 feet long. The power slams each target within the line's path. A pushed target is pushed to either side of the line (you choose which side).

Empower. For every 4 power points you spend, to a maximum of 12, the width of the line increases by 5 feet and its length increases by up to 10 feet.

4 [Shape]. You create up to a 50-foot cone of kinetic force. The power slams each target within the cone.

6 [Shape]. You create up to a 40-foot radius sphere of kinetic force centered on you. The power slams each target within the sphere you choose. Each creature within 5 feet of you has disadvantage on its Strength saving throw and is pushed an additional 10 feet on a failed save.

Energy Cloak

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Visual (overt)

Telekinetic force shrouds you. You take no damage or ill effect from your own manifestation.

This is an energy power; you can substitute your energy type’s damage in place of the bludgeoning damage if you have a feature that permits this.

While the power is in effect, the first ranged attack made against you each round has disadvantage on its attack roll.

1. While the power is in effect, you have advantage on ability checks and saving throws to resist shove and grapple attempts.

The power also imposes disadvantage on both melee and ranged attacks; you choose which attack is made with disadvantage against you each round.

Empower. When you spend 4 power points (5), each attack made against you has disadvantage.

3. You can lash out with the cloak. When a weapon attack is made within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. Alternately, when a creature within 10 feet of you must make a Dexterity saving throw you can use your reaction to impose disadvantage or grant advantage on that save (your choice).

Empower. When you spend 4 power points (7), whenever you use your reaction to impose disadvantage, you deal 2d8 bludgeoning damage to the creature making the roll.

4. The telekinetic cloak envelops your melee weapon attacks, causing them to deal an extra 1d4 bludgeoning damage on a hit.

For every 4 additional power points you spend to augment the power, the extra damage increases by 1d4 to a maximum of 3d4 at 12 or more power points.

9. The telekinetic shroud grants you resistance to bludgeoning damage.

Each creature in contact with you (such as during a grapple) takes 2d8 bludgeoning damage at the start of each of your turns.

Empower. When you spend 6 power points (15), you gain

immunity instead.

11. The cloak absorbs 20 hit points of damage. Damage is taken from the cloak first. At the start of each of your turns while the power is in effect, the cloak regains one fourth of its maximum hit point count.

Empower. For every 2 additional power points you spend, the cloaks maximum and initial hit points increase by 10.

Energy Storm

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (overt)

You create a telekinetic vortex that picks up loose dirt, debris, and Tiny unattended objects, only ten of which can weigh at least 1/4 lb. The storm is a 10-foot radius cylinder with a height of 10 feet centered on you. You and objects you carry are immune to the effects of the power.

The power has no effect if there are no loose objects, debris, or dirt available unless you have an energy type, in which case you can manifest the storm with that energy type. You can provide debris, such as stones, sand, water, or other Tiny objects, as part of the manifestation.

Your space becomes lightly obscured to creatures other than you while the power is in effect. As an action, you can harmlessly manipulate objects within the storm, moving them in patterns as you see fit. As a bonus action, you can add one Tiny unattended object within the storm's area to the storm, but can never have more than ten objects that each weigh at least 1/4 lb. controlled by the storm.

You decide how far targets controlled by the storm are from you. Targets within the storm can be retrieved by a creature. It must succeed on a Strength check against your power save DC to remove a target from the storm.

This is an energy power; you can substitute your energy type’s damage in place of the bludgeoning damage if you have a feature that permits this.

As an action you can sacrifice one Tiny object that weighs at least 1/4 lb. from the storm to attack a target within 30 feet of the storm. Make a ranged power attack. On a hit, the target takes 2d4 bludgeoning damage. If you manifest the power with an energy type, you don’t need to sacrifice an object to make this attack.

0. The power’s ranged attack damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

1. The storm becomes difficult terrain for creatures other than you. When a creature moves within or exits the area of the storm, you can use your reaction to attack it with the storm’s ranged attack.

2. The radius of the storm increases by 5 feet. For every 4 power points you spend this way, the storm is 5 feet taller. You can take this augmentation up to four times (8).

3. The storm becomes hazardous. When a creature enters the storm's area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage.

Objects and creatures that are part of the storm and creatures you choose don't take this damage.

Empower. For every 2 additional power points you spend,

CHAPTER 2 | POWERS AND SPELLS

both this augmentation’s damage and the damage of the storm’s ranged attack made against a target within it increase by 1d4.

4. The power's range becomes 90 feet, allowing you to place the storm at a point you can see within range. While the power is in effect, you can move the storm up to 30 feet as a bonus action.

5. When a Tiny physical projectile originates from within or passes into or through the storm, you can use your reaction to attempt to add it to the storm.

Make a ranged power attack against an AC equal to the attack roll of the projectile or its save DC. If you succeed, the attack has no effect and the projectile becomes part of the storm.

7. You can add Small and Medium sized objects to the storm in the same way you add Tiny objects to it.

Small and Medium objects controlled by the storm can provide you cover while within it. At the start of each of your turns roll a d6. If the number rolled is equal to or less than the number of these objects, you have three-quarters cover until the start of your next turn.

Empower. When you spend 4 power points (11), creatures can be added to the storm. Whenever a Medium or smaller creature enters the storm’s area for the first time on a turn or starts its turn there, you can use your reaction to attempt to pull it into the storm. The creature must succeed on a Strength saving throw or become restrained and added to the storm. It provides cover as an object would if the creature is at least Small.

A creature restrained by the storm can use its action to make a new Strength saving throw. On a success, the creature is no longer restrained and lands in an unoccupied space of its choice within the storm.

Enveloping Darkness

Psychoportation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (overt)

You create a pool of encroaching darkness that is as palpable as it is dark. You create a cloud which occupies a 5-foot radius sphere that is heavily obscured.

0. When you augment the power with at least 1 power point, the radius of the sphere increases by up to 10 feet.

Empower. For every 2 additional power points you spend, the radius of the cloud increases by 5 feet.

1. The cloud becomes magical darkness.

2. A creature must spend 2 feet of movement per foot moved within the cloud.

3. The cloud latches onto creatures within it. For every 5 feet a creature moves within the cloud, the cloud will cling to it for 5 feet outside of the cloud, expanding the cloud's area for as long as the power is in effect.

5. When a creature enters the cloud the first time on a turn or starts its turn there, it must make a Constitution saving throw. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

Empower. For every 2 additional power points you spend, the cold damage increases by 1d6.

7. You moor the cloud to a creature. As long as the power

is in effect, the area of the cloud remains centered on a creature you choose, moving with it. An unwilling creature must make a Wisdom saving throw. On a successful save, the cloud remains centered in the space the creature occupied when you first manifest the power.

9. It becomes difficult to breathe within the cloud. Whenever a creature starts its turn within the cloud it becomes unsettled. An unsettled creature that is concentrating on an effect must succeed on a Constitution saving throw or lose concentration. In addition, when a creature within the cloud regains hit points, it only regains half as many hit points.

Extrasensory Perception

Clairsentience


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Visual (glow)

You expand your perception, gaining awareness beyond normal means. Enhanced vision granted by an augmentation extends to a distance of 60 feet or extends your existing vision by 30 feet.

CHAPTER 2 | POWERS AND SPELLS

While the power is in effect, you are aware of what direction you are facing, how far above or below ground you are, and what time it is. In addition, you can choose any familiar location within five miles of you and know your location in relation to that point.

1 [Vision]. You perceive the dispositions of creatures, informing you whether the creature is aggressive, hostile, friendly, or neutral.

1 [Vision]. You gain darkvision.

Empower. When you spend 2 power points (3), you can see into nonmagical darkness as if it were bright light. If you spend 4 more power points (7), you can also see into magical darkness.

2. Your passive Perception increases by 1, and Wisdom (Perception) checks you make gain a +1 bonus. You can take this augmentation multiple times.

3 [Vision]. You can see invisible creatures and objects as if they were visible. You can even see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

3 [Vision]. You can see active enchantment and telepathic effects, know if a creature, object, or location is under such an effect, and what kind it is, such as a charm or curse.

5 [Vision]. You gain aurasight and can perceive a Spiritfont, knowing what type it is and what emotion, if any, it bears. You also know the historical context that created it (such as from a battle or a marriage). The stronger the emotion, the clearer your perception of its history is.

If a creature controls a Spiritfont, it must succeed on a Charisma saving throw or you become aware of its presence and nature as well as how long it has been present. Otherwise it avoids detection.

9 [Vision]. You see things as they really are, gaining truesight, and automatically detect secret doors hidden by magic. You are also aware if a creature or object is possessed, unless the possessor succeeds on a Charisma saving throw to mask its presence.

CHAPTER 2 | POWERS AND SPELLS

Flame Manipulation

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture

You can manipulate a patch of fire that you can see within range and which fits within a 5-foot cube. While the power is in effect, you can control another patch of fire as a bonus action. You can manipulate one patch of fire at a time.

Fire you control with the power burns targets within it as normal for the fire. When the power ends, fire without a source extinguishes, otherwise, it burns normally.

When you first manifest the power and as an action on your subsequent turns while it is in effect, you can douse a patch of nonmagical fire or expand an existing patch of nonmagical fire to an adjacent 5-foot space.

0. The dimensions of the patch of fire you can manipulate increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

1. You increase the intensity of a patch of nonmagical fire, increasing its fire damage by 1d8.

Empower. For every 2 additional power points you spend, the bonus damage increases by 1d8.

1. You decrease the intensity of a patch of nonmagical fire, which can be an object such as the flame of a torch. When it deals fire damage, roll a d8 and subtract the number rolled from its damage, to a minimum of 0.

Empower. When you spend 8 power points (9), the flames of a creature, such as a fire elemental, can be diminished. While the power is in effect, the creature must make a Constitution saving throw at the start of each of its turns. It takes 2d8 force damage on a failed save or half as much damage on a successful one. The damage increases by 1d8 for every 2 additional power points you spend.

2. You can target and control one additional patch of fire. You can take this augmentation multiple times.

3. You can shape a patch of nonmagical fire into the shape of a simple or crude object, such as a pillar or dome. If you control a flame with dimensions greater than a 5-foot cube, you can rearrange the fire to occupy contiguous spaces as you see fit. At least one 5-foot section of the flame must remain in the same position it had before you manipulated the flame this turn.

While the power is in effect, you can reshape a controlled flame as an action.

4. You can target a flame created by a magic or psionic effect. When the power ends, the effect returns to normal provided its duration hasn’t expired. If the spell or power creating the effect ends, flames it created also expire.

5. When you first manifest the power and as an action on your subsequent turn as long as it is in effect, you can move a patch of fire up to 20 feet along a surface. Flame that moves away from its source continues to burn while the power is in effect. Once during the turn, each creature or object caught in the path a fire you move is subject to damage as if it entered the fire.

11. You fashion a nonmagical fire that occupies at least a 5-foot cube into a flame amalgam. It manifests in the space of the patch of fire used to create it or the nearest unoccupied space within range. This creature uses the

Flame Amalgam stat block. It resembles a humanoid composed of flames. If it is reduced to 0 hit points, it collapses into a patch of fire which you can manipulate, but the amalgam can’t be reformed unless you manifest the power again.

The creature shares your initiative, but it takes its turn immediately after yours. It follows your will (no action required by you). If you don’t direct the creature, it takes the Dodge action.

Empower. When you spend 4 power points (15), you create a second amalgam from a separate patch of fire, but each amalgam’s Slam attack deals 1d8 less damage. You can issue commands to each creature at the same time.


Flame Amalgam

Medium construct


  • Armor Class 10 + 1 per 2 power points spent (natural armor)
  • Hit Points 10 + 3 per power point spent
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 2 (−4) 10 (+0) 4 (−3)

  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —        PB equals your bonus

Fire Form. The amalgam can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the amalgam or hits it with a melee attack while within 5 feet of it takes 1d8 fire damage.

Actions

Multiattack. The amalgam makes two slam attacks.

Slam. Melee Weapon Attack: your power attack modifier to hit, reach 5 ft., one target. Hit: 3d8 + 4 + one fourth of the power points you spend on the power (rounded up) fire damage.

Forethought

Clairsentience


  • Manifesting Time: 1 minute
  • Range: Self
  • Maintenance: None
  • Detection: Psychic

After meditating for one minute, you tap into the Collective Conscious to gain knowledge of some event that will occur within the next eight hours. Once within that 8-hour period, you can use your reaction to get a sense of déjà vu and trigger the power’s effect.

CHAPTER 2 | POWERS AND SPELLS

 After you trigger the power, you can’t benefit from it again until you finish a long rest.

When a particular common item you could reasonably have obtained between manifesting the power and triggering it is desired, you can produce that item as if you had it in your possession the entire time. If the object has a cost, you must pay that cost when you trigger this power.

1. When you take damage from a trap or triggered effect, including from reactions by creatures, you can reduce the damage by 1d10.

Empower. For every 2 additional power points you spend, the amount of damage you reduce increases by 1d10.

3. When a trap is triggered within 30 feet of you, you can move up to 30 feet and disable the device, render it ineffective, or avoid it. The trap must be able to be thwarted through physical means, such as ramming a rod in a gear or turning the trap so it fires in the wrong direction. You don’t need to make an ability check.

Alternately, if a creature within 10 feet of you fails on a Dexterity saving throw, you can cause that creature to succeed instead. You suffer no ill effect for doing so.

5. When the damage from an attack roll or saving throw reduces you to 0 hit points, you can make that attack roll miss or succeed on that saving throw. You take no damage when you use the power to succeed on a saving throw.

7. When a particular object is desired, you can produce a fabrication of it comprised of material from the Dreamscape. The object is physically identical to the desired object, but has no magical or psionic properties, nor does it have any value. It will last for 1 hour, after which time it dissipates.

9. When you encounter a question or puzzle requiring a simple action to solve, such as throwing a particular lever to disarm a trap or reveal a hidden passage, you know the right answer. If the puzzle or question is more involved, you know the solution to one part of it and have advantage on ability checks to solve the remainder of it.

11. At the start of your turn during any scene, you can trigger déjà vu. While you have déjà vu you are aware of how events will play out over the next minute. Once each round within this minute, when a creature you can see makes an attack roll, ability check, or saving throw, you can have it reroll the d20 and choose which roll to keep.

13. When a creature starts its turn or takes an action or reaction, you can manifest or cast a power or spell you know or have imprinted or prepared requiring an action as a reaction.

Ghostly Force

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You can lift a target you can see within range and move it with a thought. When you manifest the power, and as an action on your subsequent turns while it is in effect, you can move the target up to 5 feet along a surface as long as it remains within range.

You can also choose to hurl the target up to 10 feet in any direction. If you hurl it outside the power’s range, you lose control of it afterwards. You make a ranged power attack if

you hurl the target at a creature or object. On a hit, you deal 1d6 damage, with a type determined by what you hurled.

One Tiny unattended object that weighs 5 pounds or less is moved by the force. You can also move a group of Tiny unattended objects, none of which can weigh more than 1 pound, and with a combined weight of no more than 5 pounds, as a single unit, provided the objects are within 5 feet of each other. When you manipulate objects as a unit, you can arrange them in different patterns, create shapes, juggle them, or perform other similar feats, but they must all remain within a 5-foot cube. A unit of Tiny objects counts as a single object for the purpose of the power.

0. The damage the power deals when you hurl or slam a target increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Moreover, when you augment the power with at least 1 power point, the distance you can move or hurl a target increases to 20 feet and you can move it in any direction.

1. You can target Tiny and Small objects of any weight. When you hurl an object, it deals an extra 1d6 damage. While the power is in effect, you can relinquish control of your target to choose a new one as an action, or target a new object if you don’t have one controlled.

As you spend additional power points to augment the power, you can target larger objects: Medium (4), Large (8).

2. The distance you can move a target increases by 5 feet. In addition, the damage dealt by a hurl or slam increases by 1d6. You can take this augmentation multiple times.

4. You can target one additional object (or creature if you can target creatures). You can take this augmentation multiple times.

5. You can target a creature instead of an object. It must succeed on a Strength saving throw or become restrained as long as the power is in effect. As an action, the creature can repeat the save.

If you can slam a target, it takes an extra 3d6 damage.

6. You can slam a target with force against a surface or object larger than it when you move it, causing it to take 3d6 bludgeoning damage. A creature must make a Strength saving throw, taking half of the damage on a success.

Glimmer

Clairsentience


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: None
  • Detection: Psychic

You have immediate insight into the future, allowing you to take precise action to deal with a situation. Once you use the effect of the power, it ends.

Within the next minute, when you fail an opposed ability check, you can choose to reroll it. You must use the new roll.

1. Within the next minute, when you roll damage, you can reroll a number of the damage dice up to you manifesting ability modifier (minimum of one). You must use the new rolls.

3. Within the next minute, when you take damage, you can choose to gain resistance to that damage type until the start of your next turn.

4. You can activate the power one additional time without ending it, but can only activate it once during a turn. You can take this augmentation multiple times.

CHAPTER 2 | POWERS AND SPELLS

5. Within the next minute, when a target must make a Dexterity saving throw against one of your features, powers, or spells, one target of your choice has disadvantage on its save and takes full damage, even if it normally would take reduced damage on a failed save.

Empower. For every 2 additional power points you spend, you can choose one additional creature during the same turn.

7. You gain a heightened sense of awareness. Within the next minute, when you use your reaction you regain the use of it at the end of the turn.

9. Within the next minute, when you hit a target with a melee or ranged attack from a weapon, spell, or power, you can choose to make the attack a critical hit.

Harmonics

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture

You can shape and alter sound within a 20-foot radius sphere until the start of your next turn. You can use your action while the power is in effect to reactivate the power. Unless an augmentation’s description indicates otherwise, the power doesn’t impact spellcasting.

You change the volume of any number of sounds within the sphere. You can turn a whisper into a shout, turn a clap of thunder into a gentle sigh, or make the words from another’s mouth come out inaudibly.

1. You transform sounds into other sounds you have heard, such as making a babbling brook sound like church bells. You can duplicate a speaker’s voice, and can use your power attack modifier instead of Charisma (Deception). A speaker most likely will stop speaking once it realizes the words coming from its mouth aren’t its own.

2. The power’s radius increases by 5 feet. You can take this augmentation multiple times.

3. You dampen sounds, such that a creature within the sphere has advantage on ability checks to remain silent and damage resistance to thunder.

Empower. When you spend 4 power points (7), you suppress sounds within the sphere. Spells requiring a verbal component can’t be cast within the sphere. Creatures within the sphere gain immunity to thunder damage.

3. You amplify sounds causing each creature within the sphere to have disadvantage on ability checks to remain silent and saving throws against thunder damage.

4. As a bonus action, you can move the sphere up to 30 feet, provided it remains within range.

5. You condense sounds into a destructive pitch. Each creature within the sphere must make a Constitution saving throw. It takes 2d8 thunder damage and is deafened for one minute on a failed save, or only half of the damage on a successful one. A creature made of inorganic material such as stone, crystal or metal has disadvantage on this saving throw. A nonmagical, unattended object also takes the damage it it’s within the sphere.

Empower. For every 4 additional power points you spend, the damage increases by 1d8.

8. You manifest a second sphere equal in size to the first one. You can freely transfer sounds from one sphere to the

other at any volume you choose. If a thunder damage effect strikes one sphere, you can use your reaction to transfer or copy that effect to the other.

11. You can reshape sounds within the sphere into a dome shaped sonic wall surrounding the it.

One side of the dome, selected by you, deals 5d8 thunder damage to any creature that ends its turn or object at the end of each of your turns within 10 feet of that side. Each creature attempting to pass through the sonic wall from this side must make a Constitution saving throw. On a failed save, it takes 5d8 thunder damage and is pushed 15 feet away from the wall and can’t move toward the wall for the remainder of the turn. On a successful save, the creature only takes half of the damage. Any creature can freely pass through the wall from the side that doesn’t deal damage.

13. You transform one sphere of sound you control into a sonic amalgam or transform the amalgam back into the sphere. It forms in the nearest unoccupied space within the sphere. The creature uses the Sonic Amalgam stat block. It resembles swirling bands of force. If it is reduced to 0 hit points, the power ends.

The creature shares your initiative, but it takes its turn immediately after yours. It follows your will (no action required by you). If you don’t direct the creature, it takes the Dodge action.


Sonic Amalgam

Large construct


  • Armor Class 11 + 1 per 2 power points spent (natural armor)
  • Hit Points 10 + 5 per power point spent
  • Speed 30 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
10 (+1) 16 (+3) 14 (+2) 2 (−4) 10 (+0) 4 (−3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, thunder
  • Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —        PB equals your bonus

Composed of Sound. If the amalgam is within an area where sound is suppressed, it is also suppressed.

Actions

Sonic Burst. The amalgam creates high-pitched vibrations harming each creature and object within a 30-foot cone, dealing 3d6 + the power points spent on this power thunder damage. A creature must make a Constitution saving throw against your power save DC. On a successful save, it takes half of the damage. A creature made of inorganic materials such as stone, crystal, or metal has disadvantage on the saving throw.

CHAPTER 2 | POWERS AND SPELLS

Hydrokinesis

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture

You can move, shape, and alter the state of water. When you first manifest the power and as an action on your subsequent turns while it is in effect, you may reshape the water, move the water, or change the state of the water. When the power is no longer in effect, the water will follow the course of nature (for instance, water will flow downhill).

Ice covering a surface is difficult terrain. The first time during a turn a creature attempts to cross the ice, it must succeed on a Dexterity saving throw or fall prone.

Snow surfaces can be walked on by Medium and smaller creatures (larger creatures will sink through the snow unless the snow is at least 5 feet thick). When you move a snow surface, each creature on it is also moved. An unwilling creature must succeed on a Dexterity saving throw or be moved with the mass.

You control one 5-foot cube of water. You can shape it into simple shapes, move it up to 30 feet along a surface, or change its state (water to snow or ice and vise versa), but you can’t freeze water if there is a creature within it. You can transform lightly obscured fog into heavily obscured fog or vice versa or disperse or create lightly obscured fog.

1. You can choose to affect surfaces instead of cubes when you manifest the power. You control water occupying a 10-foot square that is 1 foot thick instead of a 5-foot cube. In addition, when you move water, you can move it in any direction, provided part of the mass touches the ground. Moreover, as part of the action to manipulate the water, you can control a new volume of water by relinquishing control over another.

2. You can control three additional 5-foot cubes of water. Contiguous cubes can be controlled as one mass. You can take this augmentation multiple times.

3. You can shape contiguous volumes of water into a wall. Such a wall transforms each 5-foot cube of water into a 10-foot square panel that is 1 foot thick. You can also transform 5-foot cubes of water into a hemispherical dome with a diameter in feet equal to five times the number of cubes you form into the dome.

A wall of water imposes disadvantage on ranged attack rolls that enter the wall's space. Fire damage is halved if the fire effect passes through the wall to reach its target. Effects that deal cold damage that pass through the wall freeze the area of the wall they pass through solid, transforming that section of the wall into a wall of ice.

A wall of ice is 1-foot thick in a given 5-foot section. If the wall cuts through a creature’s space when it forms, the creature is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 1d6 cold damage for every 2 power points you spend to augment the power or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12, 15 hit points per 5-foot section, and is vulnerable to fire damage. Reducing a section to 0 hit points transforms it into a wall of water.

5. When you first manifest the power and as an action on

your subsequent turns while it is in effect, you can attack a target within 30 feet of a volume of water you control by making a ranged power attack. On a hit, you deal 5d6 bludgeoning, cold, piercing, or slashing damage, which you decide when you make the attack.

Empower. For every 2 additional power points you spend, the damage increases by 1d6.

9. You shape a 5-foot cube of water or ice into two hydro amalgams, each with a state (unfrozen from water or fog, frozen from ice or snow). Each manifests in the space of the water used to create it or the nearest unoccupied space and uses the Hydro Amalgam stat block. It resembles a creature composed of water or ice floes. If it is reduced to 0 hit points, it collapses into a pool of water or pile of snow which you can manipulate, but the amalgam can’t be reformed unless you manifest the power again.

The creatures share your initiative, but take their turns immediately after yours. Each follows your will (no action required by you). If you don’t direct the creature, it takes the Dodge action.

Empower. If you spend 2 power points (11), you create a third amalgam. If you spend 6 power points (15), you create a total of four amalgams.


Hydro Amalgam

Small construct


  • Armor Class 11 + 1 per 2 power points spent (natural armor)
  • Hit Points 15 + 2 per power point spent
  • Speed 40 ft. (30 ft. frozen), swim 40 ft. (unfrozen)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (−4) 10 (+0) 4 (−3)

  • Damage Resistances acid, fire (unfrozen only)
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —       PB equals your bonus

Wave and Frost. While the amalgam is unfrozen, it pushes a target hit by its Slam attack 5 feet. While the amalgam is frozen, its Slam attack deals an extra 1d8 cold damage.

State Change. If the amalgam is unfrozen and is the target of an effect that deals cold damage, it becomes frozen. If the amalgam is frozen and takes fire damage, it becomes unfrozen.

Actions

Slam. Melee Weapon Attack: your power attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + one fourth of the power points you spend on the power (rounded up) bludgeoning damage.

CHAPTER 2 | POWERS AND SPELLS

Hypercongnition

Clairsentience


  • Manifesting Time: 1 minute
  • Range: Self
  • Maintenance: None
  • Detection: Psychic, Visual (glow)

By entering into a deep meditative state, you recall memories from deep within you or tap into the shared Collective Conscious of the multiverse to gain knowledge you don’t normally possess.

You recall a memory of yours no older than one day. You can remember the moment you experienced with vivid detail and perfect accuracy, recalling names spoken, faces seen, and so on. If the memory has been suppressed by magical or psionic means or trauma, you don't recall the memory. After recalling a memory, you can't do so again until you finish a short or long rest.

1. You sense the presence of magic and psionic energy within 30 feet of you. You get a basic understanding of the power of the magic or psionic effect, as well as what school or discipline it is.

3. One magical or psionic item you hold has its properties revealed to you. You learn how to use the item, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells or powers are affecting the item and what they are. If the item was created by a spell or power, you are made aware of the fact, but not which spell or power made it.

You can, alternately, learn what spells or powers, if any, are affecting one creature you can see.

5. You recall one of your memories. You remember the moment you experienced with vivid detail and perfect accuracy, recalling names spoken, faces seen, and so on.

You can also recall memories lost from amnesia without requiring a saving throw or ability check, including those lost to powers and spells.

7. Until you finish a long rest, you gain proficiency in one skill, tool, or weapon of your choice.

Empower. When you spend 2 power points (9), you gain expertise in any one skill or tool proficiency you have, allowing you to add twice your proficiency bonus when you make a check with it.

9. You query the Collective Conscious to answer a single question concerning a specific goal, event, or activity to occur within 7 days, or one that has occurred within the last 7 years. The DM will give you an honest answer which might be a short vision, a cryptic passage, or an omen.

This revelation doesn't take into account any possible circumstances that might change the outcome. If you attempt to use the power to address the same goal, event, or activity, the power will fail.

11. Delving deep into the Collective Conscious, you can review up to 1 minute of an event that occurred any time within the past, provided you know the event happened. The DM will describe the scene as if from the viewpoint of some creature or object which was present during the event. In addition, for the next 8 hours, it only takes you half of the time to research the event normally.

13. Tapping the shared knowledge of the multiverse, you discover facts about a creature you know. This creature can be one you’ve met or seen remotely through magical or

psionic means. You gain the following information about the creature: name (including aliases, but not the true name of a celestial or fiend), race, alignment, approximate power, its current location, significant items in its possession, and any significant activity or actions it has taken within the past 8 hours. In addition, you get a mental picture of the creature which you can clearly recall for ten minutes.

Id Insinuation

Telepathy


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You flood a creature you can see within range with sensation, leaving it unable to act normally. The creature must succeed on a Charisma saving throw or suffer the effect of the power as long as it is in effect. A creature makes a new Charisma saving throw at the end of each of its turns, ending the effect for it on a success. A creature immune to the charmed condition is unaffected by the power.

The target can’t take the Dash, Disengage, or Ready actions. It also must use its action in order to interact with an object.

1. The target gains no benefit from the Dodge action, and you deal an extra 1d6 psychic damage to it whenever you hit it with an attack.

The extra damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th level (4d6) in the class that grants you the power.

2. You can target one additional creature within range. You can take this augmentation up to four times (8).

3. Overcome with overconfidence, the target only deals half damage with weapon attacks.

Empower. If you spend 4 power points (7), the target deals half damage with spell and power attacks which require an attack roll. If you spend 10 power points (13), all damage the target deals is halved.

5. The target is confused. It can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. On a 1, it moves in a random direction. On a 2−6, the creatures doesn’t move or act, instead lost in its thoughts or sensations. On a 7−8, the creature attacks the nearest creature at random. On a 9−10, the creature can act normally.

9. The target is incapacitated, reveling within its mind. Provided it takes no damage, the creature will take no action and ignore the presence of others. If the creature takes damage the power ends for it. After the power ends, the creature has a −2 penalty on attack rolls and save DCs for 1 minute.

Empower. When you spend 2 power points (11), the target is trapped within it thoughts. It can’t perceive the world around it and is stunned until it takes damage or the power ends for it.

CHAPTER 2 | POWERS AND SPELLS

Inertial Barrier

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam)

You create a field of force that dampens and impedes movement within it. An incorporeal creature isn’t affected by the power.

One Medium or smaller object or willing creature that you can see within range is surrounded by impeding force. It must spend 2 feet of movement for every foot moved, and attack rolls have advantage against the target. Moreover, the target can only be moved half of the distance it normally could. For instance, if a target is pushed 10 feet, it only moves 5 feet. The target has resistance to bludgeoning damage taken as a result of falling or from telekinetic effects and is never knocked prone from them.

1. You can target an unwilling creature. It must succeed on a Strength saving throw or become impeded. In addition, an impeded creature can’t take reactions that allow it to move or make opportunity attacks. As an action, the target can repeat the Strength saving throw, ending the power for it on a success.

Empower. When you spend 4 power points (5), the target has disadvantage on attack rolls with melee weapons, Strength and Dexterity checks, and Dexterity saving throws.

2. You can target a creature or object no larger than Huge.

Empower. When you spend 4 power points (6), you create a field that extends 5 feet around the target that impedes creatures and objects within it. Within the expanded space, ranged weapon attacks that originate from within, pass through, or target a creature inside the sphere automatically miss.

3. The impeding force no longer grants advantage to attack rolls made against the target. Creatures and objects within an expanded space don’t gain this benefit.

Empower. When you spend 2 power points (5), the target no longer needs to spend extra movement due to the power and melee attack rolls made against it have disadvantage.

4. You further dampen movement for impeded targets. A creature must spend 4 feet of movement per foot moved, and the distance it can be moved is reduced to one fourth. An impeded target takes no damage from falling, even if it was only impeded in the final 5 feet of the fall, and has resistance to bludgeoning and slashing damage.

Empower. When you spend 4 power points (8), movement is dampened to a significant degree. Whenever an impeded target attempts to move, it must succeed on a Strength saving throw or be unable to move for the remainder of the turn.

7. You create a 10-foot radius sphere of invisible force that dampens inertia at a point in space within range instead of targeting a creature. Each creature and object within the sphere is impeded by the power.

A creature can’t take reactions that allow it to move or make opportunity attacks, and has disadvantage on attack rolls with melee weapons, Strength and Dexterity checks, and Dexterity saving throws. Ranged weapon attacks that

originate from within, pass through, or target a creature inside the sphere automatically miss.

Empower. For every 2 additional power points you spend, the radius of the sphere increases by 5 feet.

Kinetic Barrier

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

You create a 1/4 inch thick field of telekinetic force that can be used to protect yourself and others. Nothing can physically pass through the barrier. The barrier is immune to all damage. It can be disintegrated, but will automatically reform at the end of your next turn as long as the power is in effect.

The barrier provides a creature you can see within range half cover against the first attack made against it each round. The barrier remains with the creature unless an augmentation transforms it into a stationary wall.

0. The power’s range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).

1. The target is treated as always having half cover.

Empower. When you spend 6 power points (7), you can use your action each turn to increase the cover to three-quarters until the start of your next turn. If you spend 6 more power points (13), you increase the cover without needing to take an action.

2. As a bonus action, you can reposition each wall or redistribute each barrier to another point or creature you choose within range.

2. You can target one additional creature or create one additional wall panel within range. You can take this augmentation multiple times.

3. You create a wall of kinetic force at a point in space instead of targeting a creature. The wall is a 5-foot wide by 5-foot tall panel that provides three-quarters cover for a Medium or smaller creature behind it.

Empower. When you spend 2 power points (5), the panel’s dimensions increase to 10 feet and grant a Large or smaller creature full cover while behind the wall.

4. A creature with a barrier can't be pushed against its will and never needs to spend extra movement due to an effect created by wind or telekinetic force. It can also use the barrier to shove a target within 5 feet of it as a bonus action. It can choose to use your power attack modifier in place of its Strength (Athletics) for the check.

11. You create a stationary dome of force. The dome is hemisphere with up to a 15-foot radius that grants full cover and can’t be passed through by physical means.

Empower. When you spend 4 power points (15), you can center the dome on a creature or object, allowing the dome to move with it.

A creature whose space the dome enters must succeed on a Strength check against your power save DC or be pushed by it for the remainder of the turn, otherwise the dome can't continue to move against it this turn.

The dome will automatically push objects aside, provided they aren’t anchored to a surface. If an object is anchored to

CHAPTER 2 | POWERS AND SPELLS

a surface, the DM will decide whether the dome can move it or not. If the dome encounters another impassable object, such as an immovable rod, it can’t continue to move in that direction.

Living Weapon

Psychometabolism


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Visual (overt)

You fashion your bones or other body parts into weapons, such as bone claws. Visually, you can make multiple living weapons when you manifest the power, but the living weapon is considered to be a single weapon.

The living weapon is a simple weapon with which you are proficient, and you can use your manifesting ability modifier in place of your Strength on its attack and damage rolls. The living weapon can’t be disarmed, and doesn’t count as holding an object in your hand. It deals 1d6 damage on a hit which can be bludgeoning, piercing, or slashing (you choice when you manifest the power).

Should you lose concentration on the power, you can take a bonus action on your next turn to restore the power as if you never lost your concentration.

0. The living weapon’s damage die increases when you reach 5th level (1d8), and its critical damage increases by one die at 11th level (2d8) and 17th level (3d8).

1. While the power is in effect and when you use the Attack action to make an attack with the living weapon, you can take a bonus action to make another attack with the living weapon.

2. The living weapon gains a +1 bonus on attack and damage rolls and counts as a magical weapon for the purpose of overcoming damage resistance and immunity. It is still psionic and not magical for the purpose of dispel and suppression.

Empower. For every 4 additional power points you spend, to a maximum of 8, the bonus to attack and damage rolls increases by 1.

2 (Acid). A target hit with the living weapon must succeed on a Constitution saving throw or it takes 2d4 acid damage at the start of its next turn.

2 (Necrotic). A target hit with the living weapon must succeed on a Constitution saving throw or until the end of your next turn, it can’t regain hit points and takes 1 addi-tional point of damage each time it takes weapon damage.

2 (Poison). A creature hit by the living weapon must succeed on a Constitution saving throw or become poisoned until the end of its next turn.

3. The living weapon deals you choice of an extra 1d4 acid, necrotic, or poison damage. You can take an augmentation of the same type.

Empower. For every 4 additional power points you spend, to a maximum of 8, the damage increases by 1d4.

4. Once during each of your turns, you regain hit points equal to half the damage the living weapon deals to a creature.

7. The living weapon causes creatures to bleed, provided they are capable. After a creature takes damage from the living weapon, it must succeed on a Constitution saving throw, or it takes 1d8 damage from blood loss at the start of

each of its turns for 1 minute or until it regains hit points through magical or psionic means. A creature which uses its action and succeeds on a DC 10 Wisdom (Medicine) check with a healer’s kit also stops the bleeding.

A creature only suffers blood loss from the living weapons once on its turn.

11. When you hit a creature with the living weapon, you may take a bonus action to inflict 5d8 additional weapon damage. If this damage reduces the target to 0 hit points, you can make another attack with the weapon against a different creature within your reach.

If you spend at least 17 power points to augment the power, the bonus action deals an extra 5d8 damage on a critical hit.

Martial Insight

Clairsentience


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You grant a creature an astute understanding of the flow of combat, enhancing its combat abilities.

While the power is in effect, you have proficiency with all simple, martial, and improvised weapons, light, medium, and heavy armors, and shields. In addition, your unarmed strikes and attacks made with improvised weapons deal 1d6 damage if not already better.

1. Your weapon attacks have a +2 bonus on attack rolls.

2. The power's maintenance increases to 1 hour.

2. The power's range becomes touch allowing you to target a willing creature.

3. Once during each of your turns, you deal 2d8 extra weapon damage with a weapon attack.

Empower. For every 4 additional power points you spend, this damage increases by 1d8.

4. Each weapon attack you make scores a critical hit on a d20 roll of 19 or 20 and deals one extra die of weapon damage on a critical hit.

5. When you are hit by a weapon attack, you can use your reaction to attempt to parry that attack with a weapon you hold. Make an attack roll against an AC equal to the attack roll which hit you, and if you succeed, the attack misses you instead. If the attack still hits, you regain the use of your reaction at the end of the turn.

Empower. When you spend 2 power points (7), you can make one attack with a melee weapon you hold or an unarmed strike against a creature you successfully parry, provided it is within your weapon’s reach.

6. While the power is in effect, you have the Extra Attack feature as if you are a 5th-level fighter.

11. You gain 3 martial dice, which are d10s. You can expend one martial die to increase an attack or damage roll you make with a weapon attack by the number rolled on the die. When you are hit by a melee or ranged attack, you can use your reaction to spend one martial die to increase your AC against that attack by the number rolled on the die.

Whenever you roll initiative, you regain half of the dice, up to your maximum, as long as the power is in effect.

Empower. For every 2 additional power points you spend, you gain one extra martial die.

CHAPTER 2 | POWERS AND SPELLS

Mental Barrier

Telepathy


  • Manifesting Time: 1 reaction, when you are the target of a psionic effect or an attack that deals psychic damage
  • Range: Self
  • Maintenance: None
  • Detection: Psychic, Visual (glow)

You create a psionic barrier that intercepts psionic and mental assaults. You gain a +1 bonus to your AC and saving throws against the effect that triggered the reaction.

1. The bonus to AC and saving throws increases to +5 and lasts until the start of your next turn. This benefit can't be extended.

2. The power's range becomes 60 feet. You can target a creature within range that you can see when it is the target of a psionic effect or attack that deals psychic damage.

3. After you manifest the power, you gain a +1 bonus to AC and saving throws against psionic effects and attacks that deal psychic damage for 1 minute.

Empower. For every 2 additional power points you spend, to a maximum of 8, the bonus to AC and saving throws increases by 1.

5. When a psionic effect is manifested within 60 feet of you of which you are aware, you can manifest the power to attempt to disrupt it as a reaction. You make an ability check using your power manifesting ability against a DC equal to 10 + half the power points used to augment the power you are attempting to disrupt or against the manifester’s power save DC if it is from a creature ability or class feature that doesn’t use power points. On a success, the creature’s power fails and has no effect.

If you spend 4 more power points (9), you can attempt to disrupt a spell the same way. The DC equals 10 + the spell’s level. On a success the spell fails and has no effect.

Empower. For every 2 additional power points you spend, you gain a +1 bonus on your ability check.

7. After you manifest the power, for the next minute when you fail a saving throw against a condition from a psionic source, you can reroll the saving throw. You must use the new roll.

Empower. When you spend 4 power points (11), you can reroll a saving throw against any psionic effect.

13. When you are the target of a psionic power or similar effect by a creature, you can take a reaction to reflect the effect back to its source. You must succeed on a power attack roll against an AC equal to the originator’s attack roll or save DC. If you succeed, you aren’t affected by the effect, and can manifest it without expending a resource against the originator, making an attack roll or requiring a saving throw appropriately.

Only effects that explicitly target you can be reflected, powers which target an area can’t be reflected. A reflected power can’t be reflected by this power or a similar effect.

Mind Probe

Telepathy


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

You can read the thoughts of certain creatures you can see within 30 feet of you. As a bonus action, you can activate the power on each of your turns while it is in effect. You continue reading a creature’s thoughts until the start of your next turn. A creature must think in a language you understand for you to learn anything.

If you can probe a creature's mind, it must make a Wisdom saving throw. On a success, you gain no information, and it becomes aware its mind is being read.

While it is in effect, you can activate the power to read the surface thoughts of a creature, learning what it is actively thinking in that moment. A creature trained to protect its thoughts from telepathic reading may have means to mislead or stymie your efforts at the discretion of the DM.

0. When you augment the power with at least 5 power points, you can reactivate the power after reading a creature’s mind even if you can no longer see it as long as you don't reactivate the power to read or probe a different creature’s mind.

1 [Probe]. When you activate the power, you can seek the answer to a general knowledge question, such as whether a specific person is at a certain location or if the creature is attempting to deceive you.

2. You can read emotions as well as thoughts; reading an emotion doesn’t require you to comprehend a creature’s thoughts.

3 [Probe]. You force the target to think of a specific topic, and then read its thoughts. For instance, you could learn when the watch shifts change at a warehouse, or you can cause the creature to think of the answer to a riddle it poses.

4. The distance you can read and probe a creature’s mind increases to 120 feet.

Empower. When you spend 6 power points (10), the distance increases to 5 miles.

7 [Probe]. You probe the creature’s mind for information that you are aware exists. For example, if you know a creature knows the proper way to unlock a special locking mechanism, you can withdraw that procedure.

8. Whenever a creature succeeds on its Wisdom saving throw against your probe attempts, you can use your reaction to mentally lash it. It must make an Intelligence saving throw. It takes 4d6 psychic damage on a failed save or half as much damage on a successful one. After taking this damage, the creature can voluntarily fail its save to resist your probe during future attempts.

Empower. For every 2 additional power points you spend, the psychic damage increases by 1d6.

11 [Probe]. You delve into a creature's mind for any information it strip any direct or tangential information from it mind, including information you are unaware it has.

The DM will decide what information you learn. Secrets, scandalous information, and peculiar knowledge are most likely to be learned. When you reactive the power, you can gain further information regarding topics you uncover. For instance, you could root in the subject’s mind to find information about its king and discover the king is an imposter, and on later turns find out who is involved in the conspiracy.

CHAPTER 2 | POWERS AND SPELLS

Mind Spear

Telepathy


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (beam)

A spear of psychic energy arcs toward a creature in range. You make a ranged power attack against the target. On a hit, the target takes 1d8 psychic damage.

The target gains no benefit from cover against the power, and you can target creatures you can't see provided you know where they are.

0. Psychic spear damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

1. The psychic spear’s damage increases by 2d8.

Empower. For every 2 additional power points you spend, the damage increases by 1d8.

2. You create one additional psychic spear which must target a different creature, each of which deals 1d6 psychic damage on a hit. When you increase the psychic spear’s damage, it increases by 1d6 instead of 1d8.

For every 4 additional power points you spend to augment the power, you can create one additional psychic spear.

5. Psychic spears bursts on impact. The target and each creature within 10 feet of it must make an Intelligence saving throw. A creature takes 4d6 psychic damage on a failed save or half as much damage on a successful one.

Empower. For every 2 additional power points you spend, the damage of the burst increases by 1d6. A creature only takes damage from the bursts once in a turn.

7. A creature hit by a spear must succeed on an Intelligence saving throw or lose concentration. If the creature succeeds on this saving throw, it still must make a Constitution saving throw to maintain concentration from damage as normal.

Mind Tap

Telepathy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (beam, glow)

You mentally grasp the mind of a creature that you can see within range. The creature must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage and you establish a mental conduit with it. As an action on each of your turns as long as the power is in effect, you can psychically assault the conduit target. It must succeed on an Intelligence saving throw or take 1d6 psychic damage.

Once you establish a mental conduit, it remains in place as long as the power is in effect. While the target is linked via the conduit, you are aware of its exact position as long as it is within the power's range. The psychic static power and remove curse spell remove the conduit, and it breaks if the creature moves out of the power’s range.

0. The power’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

0. When you augment the power with at least 1 power point, you deal half of the damage to a target that succeeds

on its saving throw, but you don’t establish a conduit with it.

1. A target linked via the conduit has disadvantage on Intelligence and Wisdom checks, and your attacks made against it never have disadvantage because the creature is hidden, invisible, or obscured.

Empower. If you spend 4 power points (5), a target linked via the conduit has disadvantage on ranged attack rolls. If you spend 8 power points (9), the target has disadvantage on all attack rolls.

2. The power's range increases to 300 feet.

2. The initial damage and the damage dealt to a target connected via the conduit increases by 1d6. You can take this augmentation multiple times.

3. A target linked via the conduit can’t gain advantage on attack rolls, ability checks, or saving throws.

4. You can target a second creature you can see within range and establish a conduit with it. When you use your action to deal damage to a target linked via the conduit, you deal damage to each linked target.

Empower. For every 2 additional power points you spend, you can target one additional creature.

7. A target linked via the conduit that fails its saving throw against the power’s damage is blinded and deafened, and can’t benefit from blindsight and tremorsense, until the start of your next turn.

11. Whenever a target linked via the conduit attempts to cast a spell or manifest a power, you can use your reaction to deal the conduit’s damage to that target. The target must make a Constitution saving throw against a DC equal to 10 + half the damage dealt. On a failed save, the spell or power fails and has no effect.

not incapacitated.

3. Each linked creature can transmit rough concepts to beasts and other creatures with limited language capacity within the link. Beasts can transmit simple sentiments, such as “danger” or “distrust.” A beast may not necessarily act the way you want when you communicate with it.

Empower. When you spend 4 power points (7), each member of the link can transmit thoughts to any linked creature without sharing a common language regardless of the creature’s intelligence.

4. While the power is in effect, you can use your action to add an additional willing creature to the link or remove a member, other than you, from the link. You can only link yourself and a number of creatures equal to half your level (rounded up) at a time.

6. Each member can transmit thoughts at will, without an action, during its turn.

7. Members of the link can share sensory data. Each can either transmit to each member of the link it chooses or it can retrieve sensory data from one member of the link it chooses. A member can sense through another linked member's senses or to share its own.

Empower. When you spend 4 power points (11), each member of the link gains any sensory trait, such as blindsight, darkvision, and tremorsense, possessed by another member, provided that member is within 60 feet and isn’t incapacitated.

13. When a member is the target of a beneficial telepathy power, enchantment spell, or similar effect such as Bardic Inspiration, each member of the link within 60 feet gains the benefit of the effect at no additional cost.

Empower. When you spend 4 additional power points (17), each member of the link uses the highest Intelligence, Wisdom, and Charisma saving throw bonus among the members.

Whenever a member of the link would lose concentration on a spell or power, another member can use its reaction to assume concentration to persist the effect. At the end of that member’s next turn the caster or manifester must resume concentration or the effect ends. This power is a valid target for this feature.

If the member assuming concentration is a spellcaster and the spell is on its class spell list and of a level it could cast, it can fully assume concentration of the spell. Similarly, if the member assuming concentration is a manifester and the power is on its class list and cost no more power points than the member could spend on a single power, the member can fully assume concentration on the power. The spell or power remains at its original casting or manifesting strength. A spell will end when its duration runs out. A power will cause the psychic strained condition when it exceeds its maintenance.

Molecular Agitation

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam)

You destabilize the molecules of an unattended object or a 5-foot cube section of a Large or larger object or surface you can see within range. If the power is augmented to target a

creature, effects which only targets objects don't affect the creature. A magical item is unaffected by the power.

Each weapon, spell, and power attack made against the object deals an extra 1d6 damage.

0. The extra damage dealt to an object from the power increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. You can make a held or worn object unstable. The creature holding or wearing it must succeed on a Dexterity saving throw or the object becomes destabilized. While the power is in effect, a weapon has a −2 penalty on attack and damage rolls and an armor has its AC reduced by 2 (to a minimum of 10 for armor and 0 for a shield).

2. You can target one additional target. The targets must be within 30 feet of each other when you target them. You can take this augmentation multiple times.

3. Instead of destabilizing molecules, you cause them to become red-hot or ice-cold. Each creature in physical contact with the object takes 2d8 fire (if hot) or cold (if cold) damage when you manifest the power. As long as the power remains in effect, the creature takes 1d4 damage of the same type at the start of each of its turns as long as it remains in contact with the affected object.

If a creature is holding or wearing the object and takes damage from the power, the creature must succeed on a Constitution saving throw, or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.

5. You cause a flammable object to combust. It takes 1d8 fire damage at the end of each of your turns. Each creature in physical contact with the object takes 2d8 fire damage when you first manifest the power, and another 1d8 fire damage at the start of each of its turns while the power is in effect. If the object is held or worn, the creature must make a Dexterity saving throw. On a success, the object isn't combusted. If a creature is holding the object and takes damage from the power, it must succeed on a Constitution saving throw or let go of the object if it can.

A burning target can spread fire to additional unattended, flammable objects it physically contacts. When the target touches such an object, roll a d10, on a roll of 1−3, the touched object combust in the same way. Once an object is destroyed, it no longer burns. When the power is no longer in effect, all combusted targets cease burning.

Empower. When you spend 8 power points (13), you can target a creature, causing it to combust. When you first manifest the power and at the start of each of its turns, the target must make a Constitution saving throw. It takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A dispel evil and good spell ends the power on a creature.

7. You transform an unattended object or a 5-foot cube section of a Large or larger object or surface into a semi-corporeal state. A semi-corporeal object can be passed through as if it is difficult terrain. If a creature or object is within the affected area when the power ends, it is moved to the nearest unoccupied space without harm.

Empower. When you spend 2 power points (9), you can target a held or worn object. The creature must succeed on a Dexterity saving throw or the object falls to the ground and can’t be retrieved while the power is in effect.

11. The molecules of a creature or object are disrupted. A

CHAPTER 2 | POWERS AND SPELLS

creature must make a Dexterity saving throw. On a failed save, it takes 5d8 + 10 force damage. If the target is reduced to 0 hit points it and all nonmagical equipment it carries are reduced to goop. A creature can be restored to life only by means of a true resurrection or a wish spell.

Medium or smaller nonmagical objects are immediately destroyed. If the target is a Large or larger object, a 5-foot cube portion of it is rendered to dust.

While the power is in effect, as an action, you can continue disrupting the same creature or object. A Large or larger object has an additional 5-foot cube portion rendered to dust. A creature makes a new Dexterity saving throw, taking damage as above. If you don’t use your action to continue to disrupt the target, the power ends.

Muddle

Telepathy


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic

The perception of a creature you can see within range is fed false sensory information. The creature must succeed on an Intelligence saving throw or be affect by the power. The power ends early for a target if it takes damage.

A target can examine a phantom effect using its action to make an Intelligence (Investigation) check against your power save DC. On a success, the target realizes that the phantom effect isn't real, and the power ends for it.

You create the sensation of a minor phantom effect, such as a knocking sound, flashing lights, or a strong odor in the target’s mind. The target has disadvantage on Wisdom (Perception) checks and has its Passive Perception reduced by 5 while the power is in effect.

1. The target has its senses confused and has disadvantage on Intelligence and Wisdom checks.

Empower. When you spend 6 power points (7), the target has disadvantage on attack rolls.

2. You can target one additional creature. You can take this augmentation multiple times.

3. You alter a creature’s physical senses; you can suppress one of the target’s senses of a certain stimuli or introduce a phantom one. For instance, you could make it so a guard doesn’t see your group walk by it.

5. You can supplant all sensory information a target senses, effectively rewriting its perceptions. You can make the target see, hear, smell, feel, or taste whatever you wish.

If the new sensation is outside the bounds of reality, the power fails. For instance, you could make a creature feel that the temperature has become seasonally hot, but you couldn’t make it sense that it spontaneously caught fire.

Empower. When you spend 4 additional power points (9), phantom effects can surpass the bounds of reality. Such a sensation can harm a target if it makes logical sense. In this case, at the end of each of your turns, the phantom sensation can deal 3d6 psychic damage to the target if it is in the same space as the phantom effect or within 5 feet of it. The damage increases by 1d6 for every 4 additional power points you spend. This damage doesn’t cause the power to end for the target.

4. Damage doesn’t end the power. Instead, the target

makes a new Intelligence saving throw when it takes damage, ending the power for it on a success.

11. The target is sent deep into its own thoughts, effectively trapped it in a prison of its own mind. It has no idea of what is happening around it; instead, it feels trapped in the ether.

Since the target remains exactly where it started, it can be acted upon while in this state. Functionally, the creature is blinded, deafened, and restrained, and can’t take any action except to examine the phantom effect.

Mystic Arms

Psychoportation


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Visual (glow, overt)

Through raw mental will, you create a mystic weapon which projects from you in a form of your choice. You can dismiss and reform the weapon at will while the power is in effect.

You are proficient with the mystic weapon. It is a simple melee weapon that has the finesse and light properties and can’t be disarmed. You can use your manifesting ability modifier instead of your Strength when you make an attack with it. On a hit, a mystic weapon deals force damage equal to 1d6 plus the ability modifier you used for the attack roll.

You can choose to manifest a second mystic weapon when you manifest the power or as a bonus action while the power is in effect. You can use a bonus action to make an attack with this second weapon, as if fighting with two weapons. Alternately, you can transform it into a two-handed mystic weapon that deals an extra 1d6 force damage on a hit.

Some augmentations can imbue a weapon you hold with psionic energy. You can still choose other augmentations when you imbue a weapon, but these effects act as if the mystic weapon isn't imbued, dealing mystic weapon damage instead of your weapon’s normal damage. You can’t imbue a second weapon through the power unless you have a class feature that allows you to manifest the power more than once. An imbued weapon can only be affected by one instance of the power, and if you use it again, the previous effect ends.

1 [Imbued]. One weapon you hold is imbued with psychic energy. It is considered a magical weapon while the power is in effect, and you can choose to use your manifesting ability bonus instead of your Strength or Dexterity on attack and damage rolls made with the weapon.

1. The mystic weapon gains the thrown property. It has a range of 20/60 feet. When you throw it, it automatically reforms in your hand after the attack. Your ranged attacks with the mystic weapon don't have disadvantage from being within 5 feet of a hostile creature.

Empower. When you spend 2 power points (3), the weapon’s range increases to 60/180 feet.

2. You create a mystical field of force which acts as a shield, providing a +2 bonus to AC. Whenever you engage in two-weapon fighting, use a bonus action to make an unarmed strike, or make attack with a two-handed weapon, you lose this AC bonus until the start of your next turn. A mystic shield does no damage, but can be used as a shield in all other ways.

CHAPTER 2 | POWERS AND SPELLS

2 [Imbued]. The mystic weapon gains a +1 bonus on attack and damage rolls and to its power save DC. A magical weapon can't be imbued with this augmentation.

Empower. For every 4 additional power points you spend, to a maximum of 8, the bonus increases by 1.

2. The mystic weapon gains the reach property. The length of its line attack increases by 10 feet, and the length of its cone attack increases by 5 feet.

Empower. When you spend 4 power points (6), you increase the weapon’s reach by 5 feet, the length of its line attack by 10 feet, and the length of its cone attack by 5 feet.

2 [Imbued]. The mystic weapon deals 1d6 extra force damage on a critical hit.

Empower. When you spend 2 power points (4), the mystic weapon scores a critical hit on a d20 roll of 19 or 20, and if you spend 6 more power points (8), it scores a critical hit on an 18, 19, or 20.

4. The power’s damage that requires a saving throw increases by 1d6. You can take this augmentation multiple times.

5. As an action, you can attack each creature in a line that is 5 feet wide and 20 feet long originating from you with the mystic weapon. Each creature in the path must succeed on a Dexterity saving throw or take 3d6 force damage.

5. As an action, you can attack each creature in a 10-foot cone originating from you with the mystic weapon. Each creature within the cone must succeed on a Dexterity saving throw or take 3d6 force damage.

5. As an action, you can attack each target you choose within reach of the mystic weapon. Each creature must succeed on a Dexterity saving throw or take 3d6 force damage.

5 [Imbued]. The mystic weapon becomes animated, allowing it to hover. As a bonus action, you can move the mystic weapon up to 30 feet and make an attack against one target within its reach.

Precognition

Clairsentience


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

Entering a hyperaware state, you can glimpse an event moments before it occurs, allowing you to better react to it.

While the power is in effect, when you make an ability check, you can use your reaction to roll a d4 and add the number rolled to your d20 roll, after seeing the roll but before knowing its results. In addition, when you fall no more than 20 feet, you aren’t knocked prone from the fall.

0. When you augment the power with at least 1 power point, once each round you regain the use of your reaction at the end of the turn when you activate the power. The number of times you can regain your reaction increases when you reach 5th level (twice), 11th level (thrice), and 17th level (four times).

1. You can use your reaction to roll a d4 and add the number rolled to your d20 roll to attack rolls and saving throws as well.

2. When you use the power to modify a d20 roll, you never have disadvantage on that roll. When you use the power to increase your AC, each attack roll made against you never

has advantage for the remainder of the turn.

3. Your AC increases by 4 against opportunity attacks and when you are hit by an attack which requires a d20 roll, you can use your reaction to roll a d4 and add the number rolled to your AC, potentially turning a hit into a miss.

4. The die you add to a d20 roll increases to a d6.

Empower. When you spend 4 power points (8), the die increases to a d8.

5. Once while the power is in effect, you can choose to reroll one d20 roll made by you or against you. You choose which roll to keep.

Empower. When you spend 8 power points (13), once each round, you can use your reaction repeat this effect when you modify a d20 roll.

7. While the power is in effect, you have proficiency in Dexterity saving throws and whenever you succeed on a Dexterity saving throw to take half damage, you instead take no damage.

8. When you use the power to modify a d20 roll on a saving throw or to increase your AC, you reduce any damage resulting from the effect or attack by 2d10.

Empower. For every 4 additional power points you spend, the amount of damage reduced increases by 1d10.

Probability Manipulation

Clairsentience


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

You control the chaotic force of chance, pivoting the odds to your favor or the disfavor of another. A creature targeted by a hex must succeed on a Charisma saving throw or be hexed as long as the power is in effect. The remove curse spell ends the power on a target.

You grant either a boon or a hex upon a creature that you can see within range. Once each round, when a target makes an ability check, you can choose to roll a d4 and add the number rolled to the check if it is a boon, or subtract it if it is a hex. You can choose which roll to modify after knowing whether it succeeds or not.

0. When you augment the power with at least 1 power point, but don't create a luck field, you can target up to three creatures you can see within range. You choose whether to grant a boon or hex for each target, and can trigger boons and hexes for each creature once each round.

Empower. For every 2 additional power points you spend, you can target one additional creature. If you augment the power to create a luck field, the field's radius increases by 5 feet for every 2 additional power points you spend instead.

1. You can also trigger boons and hexes when a target makes an attack roll or saving throw.

Empower. When you spend 4 power points (5), you can also trigger boons and hexes on damage rolls and rolls made to regain hit points.

2. The size of the boon/hex die increases to a d6.

Empower. When you spend 4 power points (6), the size of the boon/hex die increases to a d8.

2. Once each turn, when you roll a 1 or 2 on a boon or a hex die, you can choose to reroll the die. You use the higher of the rolls.

CHAPTER 2 | POWERS AND SPELLS

3. You jinx one nonmagical weapon or armor you can see within range. A jinxed weapon incurs your hex die whenever it is used to make an attack roll. A jinxed armor allows each attack roll made against its wearer to add your boon die. If the object is held or worn when you target it, the creature must succeed on a Charisma saving throw or the object is jinxed as long as the power is in effect.

4. You can trigger boons and hexes on each target one additional time each round. You can take this augmentation multiple times.

9. You choose a point in space and create a luck field that is a 15-foot radius sphere. When you create the field, you choose whether it grants boons or hexes. Each creature adds or subtracts your boon/hex die on each ability check, attack roll, and saving throw it makes within the field.

When a creature enters the luck field, you can reverse the field, turning a boon into a hex or vice versa as a reaction. You can also reverse the field as a bonus action.

Psionic Blast

Telepathy


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 1 round
  • Detection: Psychic, Visual (beam)

Waves of psychic energy pummel a creature you can see within range. It must succeed on a Wisdom saving throw or becomes unsettled as long as the power is in effect.

1. A creature that fails its Wisdom saving throw can be dazed. Roll 3d10: the total determines how many hit points of creatures become incapacitated. A creature is incapacitated as long as the power is in effect or until it takes damage. If you can target more than one creature, you choose the order in which they become dazed. Subtract each creature’s hit points from the total before moving on to the next creature you choose. If a creature has more hit points than the remaining total, skip it and move on to the next creature.

Damage from the power doesn’t end the incapacitated condition it inflicts. A creature never makes a new Wisdom saving throw against being incapacitated by the power.

Empower. For every 2 additional power points you spend, the total hit points you can affect increases by 3d10.

2. When you first manifest the power, the target takes 3d10 psychic damage on a failed Wisdom saving throw or half as much damage on a successful one. If you augment the power to target creatures within a cone, each target takes 4d8 psychic damage instead.

Empower. For every 2 additional power points you spend, the damage increases by 1d10. If you augment the power to target creatures within a cone, the damage increases by 1d8 for every 2 additional power points instead.

2. The power's range becomes 90 feet, unless you manifest it as a cone, in which case the length of the cone becomes 60 feet.

3. A creature that fails its Wisdom saving throw is stunned while the power is in effect.

4. You strike each creature you choose within a 30-foot cone which originates from you.

4. The power ignores cover.

6. The power's maintenance increases to 1 minute. A creature makes a new Wisdom saving throw at the end of each of its turns. On a successful save, the power ends for that target.

Psychic Crush

Telepathy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (glow)

The weight of your will smashes the mind of a creature you can see within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage.

0. The power’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6) and .

0. The power’s damage increases by 1d6 for every 2 power points you spend on an augmentation that doesn’t increase its damage.

1. The power's damage increases by 1d6. You also deal half damage to a target that succeeds on its saving throw.

Empower. For every 2 additional power points you spend, the damage increases by 2d6, unless you augment the power to inflict a condition or break concentration, in which case the damage only increases by 1d6 for every 2 additional power points.

2. The target is knocked prone on a failed save.

Empower. When you spend 2 power points (4), on a failed save, the target’s movement speed is reduced to 0 until the end of its next turn.

6. You pin a target under mental mass. On a failed save, the target is restrained until the start of your next turn.

Empower. When you spend 4 power points (10), on a failed save, the target is paralyzed until the start of your next turn.

8. On a failed save, the target loses concentration and has disadvantage on Intelligence and Wisdom saving throws until the start of your next turn.

12. On a failed save, if the target has fewer than 50 hit points after taking damage from the power, it is rendered unconscious for 1 minute.

Empower. For every 2 additional power points you spend, the hit point threshold increases by 10.

Psychic Domination

Telepathy


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 hour
  • Detection: Psychic

You mentally bend a creature's will to your own. You can target one creature you can see within range. It must share a common language with you and can't be hostile toward you. It must succeed on a Wisdom saving throw or fall under the effects of the power. If the creature succeeds on its save, it is immune to any further attempt you make to dominate it through the power until it finishes a short or long rest.

After the power ends, the creature is aware that it acted against its own volition and becomes hostile toward you.

CHAPTER 2 | POWERS AND SPELLS

 On a failed save, the target is compelled to treat you favorably. You have advantage on all Charisma checks directed at it.

0. When you augment the power with at least 1 power point, you can target a hostile creature.

1. You charm the creature as long as the power is in effect, provided you and your companions cause it no harm once you charm it. The creature regards you as a friendly acquaintance.

2. The target no longer becomes hostile after the power ends and justifies the favor it gave you in its mind.

2. You can target a creature without sharing a common language.

3. You compel the creature to take a simple action in alignment to its nature that won’t cause it harm, such as to cease attacking or leave an area. On a failed save, the creature is charmed by you and will attempt to complete the action to the best of its ability while the power is in effect, and once it has completed the action, the power ends for it.

Empower. When you spend 2 power points (5), you compel the target to take a connected series of actions, such as going to a building to retrieve documents and bring them to you. If you spend 4 more power points (9), you can compel the target to act in a way against its nature or to take an action that can cause it harm. It makes a new Wisdom saving throw when compelled to take an action that can harm it.

7. The creature becomes charmed by you. When you manifest the power and as an action while it is in effect, you can control the charmed creature. You are aware of all abilities the creature is aware it possesses. You can make it use any action or ability it is capable and it will perform them on its next turn.

Whenever the creature takes damage, it makes a new Wisdom saving throw, ending the power on a success.

Empower. When you spend 6 power points (13), you can mentally direct the creature to perform simple or general courses of action, such as “Attack that creature,” “Run over there,” or “Fetch that object” without using your action. The creature will complete the objective to the best of its ability. If the creature completes the objective and receives no further order from you, it will wait and defend itself to the best of its ability.

11. You instill a psychological compulsion in the target, which takes one of these effects:

  • The creature develops a strong attraction to one object, place, or creature you choose. It will seek to possess the specified target through any means at its disposal.
  • The creature develops a strong aversion to one object, place, or creature you choose. It will avoid the specified target and refuse to be within 120 feet of it.
  • The creature develops a strong hatred toward one object, place, or creature you choose. It will try to destroy the specified target if it has the means or will seek the means to do so.

Every 10 minutes, the target makes a new Wisdom saving throw, ending the power on a success.

Empower. When you spend 4 power points (15), the psychological compulsion becomes a permanent insanity if the creature fails three saving throws while the power is in effect.

13. You swap minds with the target, which must be the same type as you. Your game statistics are replaced by the statistics of the creature, though you retain your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the creature is unconscious, you awaken within its body. The target uses your game statistics in the same way. If the target has any class levels, you can't use any of its class features.

When you manifest the power, you can render your body unconscious while the power is in effect, preventing the target from using your body. When the power ends or you are more than 10 miles from your body, you and the target automatically return to your own bodies.

Empower. When you spend 4 power points (17), you permanently swap minds with the creature. In this case, once you cease maintaining the power the creature will be fully in control of your body, waking up immediately. Only a wish spell or Psychic Chirurgery can restore the creature’s mind to its body, forcing you back to yours, provided the target is still alive. You can manifest the power again with this empowered augmentation to swap back to your body. In this case, the creature automatically fails its save.

Psychic Static

Telepathy


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture

You create psychic noise that disrupts or impairs psionic powers and effects. A creature must succeed on a Charisma saving throw or be affected by the power. Unless the power is manifested as a sphere, at the end of each of its turns, a target makes a new Charisma saving throw, ending the power for it on a success.

If a spell or effect has the psionic tag, it is treated as a power for the purpose of this power. Adjust the appropriate game statistic in these cases.

You target one creature that you can see within range. On a failed save, its power save DC and power attack modifier are reduced by 2. The power ends early after the target has manifested a power.

0. When you augment the power with at least 1 power point, it doesn’t end early if the target manifests a power.

1. The target has disadvantage on Constitution saving throws to maintain concentration on psionic powers.

Empower. When you spend 6 power points (7), the target can’t maintain psionic powers or psychic features.

2. The amount you reduce a target's power attack modifier and power save DC increases by 1. You can take this augmentation up to three times (6).

2. You can target one additional creature or increase the radius of a sphere by 5 feet. You can take this augmentation up to four times (8).

3. After the target manifests a power, a feedback loop is created within its mind. As long as the power is in effect, it can't take reactions.

4. You create a 10-foot radius sphere centered at a point within range instead of targeting a creature. Each creature that is within the sphere suffers the effects of the power. If a creature leaves the sphere, it is no longer affected by the power.

CHAPTER 2 | POWERS AND SPELLS

Empower. When you spend 7 power points (11), you create a psionic suppression field. Psionic powers, psychic effects, and spells and similar effects with the psionic tag can't be manifested inside the sphere and such effects are suppressed within the sphere and can't protrude into it. Spiritfonts are also suppressed within the field and are treated as being dormant while the power is in effect.

Spheres created by the power don't suppress each other.

5. While the power is in effect, each time the target attempts to use a psionic power, psychic feature, or spell or other effect with the psionic tag, it must succeed on a DC 13 ability check using its manifesting or spellcasting ability as appropriate. On a failed check, the power, spell, or effect fails and has no effect, consuming any resource spent on it.

Empower. For every 2 additional power points you spend, the DC of the ability check increases by 1.

5. When you first manifest the power, you can attempt to disrupt a psionic power or psychic effect on the target. You must make an ability check using your manifesting ability. The DC equals 10 + half the power points used to augment the power, 10 + the spell’s level, or 10 + the CR of the creature. On a successful check, the effect ends along with this power. You can use your action to repeat the check as long as the power is in effect.

Empower. For every 2 additional power points you spend, you gain a +1 bonus on the check.

9. The target has the psychic strained condition while the power is in effect.

Psychometry

Clairsentience


  • Manifesting Time: 1 minute
  • Range: Touch
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Visual (glow)

You gain the ability to know the history of a touched object. For every minute you maintain the power you can uncover one fact from the past of the target. You are able to learn:

  • One previous owner (or resident)
  • When it was first possessed or last possessed by an owner
  • How it was gained or lost by an owner
  • When or how it was damaged, if the target is destroyed or damaged
  • One location where it was kept for at least one hour
  • When it was at a known location or when it was in possession of a known owner
  • A period of ten minutes of where it had traversed, seeing the surrounding 10 feet from its perspective
  • If it is magical, psionic, or otherwise remarkable
  • If it has intelligence or a personality
  • If it is possessed or is an altered object

You can only read an object that can be held in the hands, and can only glean information no older than 1 hour. Once you have read a specific object, further attempts to read it reveal nothing until you finish a long rest.

1. You can learn information no older than 24 hours.

Empower. When you spend 4 power points (5), you can learn information no older than 1 year. If you spend 4 more

power points (9), you can learn information from any time the target existed.

3. You can learn information about a corpse you touch, provided it is mostly whole.

Empower. When you spend 4 power points (7), you only require part of the body, such as a bone or some hair.

4. You can learn information about an object of any size.

6. You can learn information about a structure or a location occupying a space no larger than a 100-foot cube.

11. You can re-experience one hour of the past of the target as if you were there for each minute you concentrate on the power. If the object was destroyed, this connection is automatically broken one round after its destruction, allowing your awareness to briefly linger. You don’t suffer any harmful effects as a result of this experience.

Puppetry

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

Through telekinetic force, you manipulate a target like a marionette. You can manipulate any target you control with the power as a bonus action.

A manipulated object can be attacked. Consult the Puppet Objects Statistics table for the hit point modifier and AC of a controlled object. The telekinetic force controlling a puppet has 20 hit points, modified by its size. Damage is shared evenly between the target and the telekinetic force. When the telekinetic force’s hit points are reduced to 0, it dissipates and the power ends for the target. You use your manifesting ability for a puppet’s Strength and Dexterity scores when it makes opposed ability checks, and make a power attack when you use the puppet to make an attack, dealing the damage listed on the table with a type appro-priate to the object. If you control a creature, you can use a weapon it possesses, in which case it deals the weapon’s damage.

You manipulate one Tiny unattended object. While the power is in effect, when you manipulate it, you can move it up to 30 feet and take a single action with it which much be the Attack or Dodge action. You can also use it to interact with an object instead of taking an action, provided it is physically capable of such a feat. Tiny objects, such as a sword, can float up to 5 feet from a surface, while larger objects are moved along the ground.

Puppet Object Statistics
Size HP AC Damage
Tiny x 1/4 18 1d4
Small x 1/2 14 1d4
Medium x 1 12 1d8 + 1
Large x 2 10 2d8 + 2
Huge x 4 8 4d8 + 4

1. You can target two Tiny or Small objects. You can direct each independently using the same bonus action.

CHAPTER 2 | POWERS AND SPELLS

Empower. You can target two additional Tiny or Small objects for every 2 additional power points you spend.

You can also control larger objects, but these cost a number of Tiny objects worth of control: Medium (2), Large (4), Huge (8).

2. The hit points of each controlled object increases by 4 and a controlled creature by 10. Object hit point multipliers apply. You can take this augmentation multiple times.

4. You can target an object held by a creature. The creature must succeed on a Strength saving throw or it loses hold of the object and you gain control.

7. You can target one Large or smaller creature, but can’t target any objects. Whenever you use your bonus action to manipulate the target, it must succeed on a Strength saving throw or you control all of its movements until the start of its next turn.

You can make a puppet creature take any physical action, such as making a single attack, when you manipulate it. You make an ability check or melee or ranged power attack roll, as appropriate, and add your manifesting ability modifier to a weapon’s damage roll instead of the puppet’s Strength or Dexterity.

Empower. When you spend 6 power points (13), you can manipulate a second creature.

8. As a bonus action, you can crush a puppet, dealing 8d6 bludgeoning damage to it without damaging the telekinetic force. A creature must make Strength saving throw. On a successful save, it takes only half of the damage.

Empower. For every 2 additional power points you spend, the damage increases by 1d6.

Remote Sight

Clairsentience


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You gain the ability to view remotely. Any enhanced visual detection you possess also applies to your remote sight. When you create a sensor, you can take a sensor augmentation.

You can see all around you. You can't be flanked, and foes gain no benefit from having an ally within 5 feet of you.

1. You create a remote sensor that you can project up to 60 feet from you. It can see in any direction, and you can freely see through its perspective during your turn. You must be able to see your sensor to see through it. You can reposition the sensor anywhere within 60 feet of you as an action.

The sensor is invisible and can’t be attacked or interacted with. If detected by means that can see invisible objects, the sensor appears as a luminous, intangible orb about the size of your fist.

2. The power's maintenance increases to 10 minutes.

2 [Sensor]. You can hear through the sensor.

3. You and any sensor you create from the power gain blindsight to a distance of 60 feet.

5 [Sensor]. The sensor can be created at a location up to

one mile from you that is familiar to you (a place you have visited or seen before) or an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). You no longer need to see the sensor to see through it.

Empower. When you spend 4 power points (9), the distance you can move the sensor increases to 300 feet.

8 [Sensor]. You can manifest a psionic power you know through the sensor, using it as the point of origin for the power. In order to maintain a power manifested through the sensor you must be within that power’s range or have the ability to maintain this power in addition to the newly manifested power.

Sap Vitality

Psychometabolism


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (beam, glow)

Make a ranged power attack against one creature you can see within range. On a hit, the target takes 1d8 necrotic damage. At the start of each of its turns while the power is in effect, the target must succeed on a Constitution saving throw or take 1 necrotic damage from atrophy. If the target succeeds on three of these saving throws, the power ends for it.

0. The power’s initial damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

0. When you augment the power with at least 1 power point, the damage from atrophy increases to 1d4.

Empower. For every 2 additional power points you spend, the damage from atrophy increases by 1d4.

1. Each time the target takes damage from atrophy, it can’t take the Dash action and has disadvantage on Strength and Constitution checks until the start of its next turn.

2. You can target one additional creature you can see within range. You can take this augmentation multiple times.

3. Each time the target takes damage from atrophy, it deals only half damage with weapon attacks until the start of its next turn.

5. Each time the target takes damage from atrophy, it must spend 3 feet of movement for every foot moved until the start of its next turn and regardless of its abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

7. Each time the target takes damage from atrophy, it gains one level of exhaustion. Exhaustion levels from the power are removed once it is no longer in effect. If a creature would die from exhaustion as a result of the power, the creature is instead reduced to 0 hit points and rendered unconscious.

9. Each time the target takes damage from atrophy, it falls prone at the end of its turn.

11. Each time the target takes damage from atrophy, it becomes paralyzed until the start of its next turn.

CHAPTER 2 | POWERS AND SPELLS

Shadow Shape

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

Shadows shroud you. While the power is in effect, you have a +2 bonus on Dexterity (Stealth) checks to hide from sight, and when you end your turn in bright light, your space is covered in dim light until you move.

1. While you are in dim light or darkness, you can take the Hide action as a bonus action.

Empower. When you spend 4 additional power points (5), you can become invisible as a bonus action while in dim light or darkness. You remain invisible until you use a bonus action to end the effect, take an action, are in bright light, or are incapacitated. If you spend 6 more power points (11), you transform into living shadow. As long as you remain motionless within dim light or darkness, you are invisible. As a shadow, you gain damage resistance to acid, cold, fire, lightning, and thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks.

2. The power's maintenance increases to 10 minutes.

2. You can see in dim light as if it is bright light. You can see in nonmagical darkness as if it is dim light.

Empower. When you spend 4 power points (6), you can see normally in magical and nonmagical darkness.

3. While the power is in effect, you can leap between patches of darkness. You teleport a distance up to your speed, using an amount of movement equal to the distance you teleport. The space you occupy and the target space must be covered in darkness. You have advantage on your first attack roll after teleporting this way until you move.

Empower. When you spend 4 power points (7), you can leap between patches of dim light and darkness. If you spend 2 more power points (9), you can also leap from a shadow, including your own, to another shadow or area of dim light or darkness.

5. The shadows make it hard for foes to target you. Any creature has disadvantage on attack rolls against you, unless it doesn’t rely on sight, as with blindsight or tremorsense.

6. The shadows enable you to take special reactions. When you are the target of a ranged attack, you can use your reaction to shimmer into the shadows, increasing your AC by 5 against that attack. If you can hide or become invisible through the power, you can also use this reaction when a melee attack is made against you.

If you can leap between patches of darkness, you can take the Dash action as a reaction when you are attacked or within the area of a spell or power as it is being cast or manifested. You must teleport to a valid space to take this reaction. If this movement puts you out of range of the attack or effect, you are unharmed.

If you have transformed into living shadow and are in dim light or darkness, after you are attacked you can use your reaction to become invisible until the start of your next turn and move up to 10 feet.

Shatter Psyche

Telepathy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (glow)

Ripping apart the fabric of the mind, you drive a creature you can see within range insane. The target must succeed on an Intelligence saving throw or be affected by the power as long as it is in effect. The power has no effect against a celestial, construct, fiend, ooze, plant, or undead.

You can only augment the power to include one insanity effect, which replaces the base effect. The calm emotions spell or telempathic projection power can suppress the power’s effect. The dispel evil and good spell ends it while it is being maintained.

The target becomes paranoid of everything and anyone. While the power is in effect, the target can’t be charmed, any attempt to deceive or negotiate with it fails, and it has disadvantage on Charisma checks. The target is neutral toward friendly acquaintances and hostile toward all other parties.

1 [Insanity]. The target suffers from mad cackles and will laugh at inappropriate times. Any time it is under stress, such as in combat, it must make a Wisdom saving throw at the start of each of its turns. On a failed save, the creature becomes incapacitated, laughing until the start of its next turn. On a successful save, the creature doesn't make a new save until it is under new stress or 1 minute has passed.

In all other situations, roll a d10 each minute. On a roll of 1−7, nothing happens; on 8−10, the target laughs for 1d4 rounds or until the power ends.

2. For each round you maintain the power on a target, its effect will linger for 1 minute after you stop maintaining it.

The target makes a new Intelligence saving throw after the linger interval (1 minute, 10 minutes, or 1 hour). On a success, the creature suppresses the insanity until the same interval passes. After succeeding on three such saving throws, the power ends for it. If the creature is afflicted by the power for at least 3 hours without interruption, the insanity becomes permanent; only a greater restoration spell or Psychic Chirurgery can end the insanity.

Empower. When you spend 4 power points (6), the effect lingers for 10 minutes for each round you maintain the power on a target. If you spend 4 more power points (10), the effect lingers for 1 hour for each round you maintain it on a target.

5 [Insanity]. The target sees phantom foes and believes them to be the most present threat. At the start of each of its turns, it must make a Wisdom saving throw. On a failed save, it will attack these phantom foes using its most powerful abilities. On a successful save, the creature doesn't need to make a new save until it rolls initiative or 1 minute has passed.

7 [Insanity]. Induced with berserk rage, the target is violent toward everyone around it. At the start of each of its turns when the target can see another creature, it must make a Wisdom saving throw. On a failed save, the target will immediately attack the nearest creature using its full combat ability with the intent to kill the other creature.

CHAPTER 2 | POWERS AND SPELLS

 If the target reduces a creature to 0 hit points, it attacks the next closest creature. If it sees no other creatures, it attacks the body of the last creature it attacked, even if that creature is dead.

9 [Insanity]. The target is overcome with indescribable terror, hallucinating fiends and horrors in every shadow or crack and waiting behind every corner. On its turn, the creature will attempt to irrationally flee from any creature within 15 feet of it in the most direct path without regard for its own safety, willing to run off a cliff or into a raging river. It can only take the Dash and Hide actions until it is at least 100 feet away from any creature it can see. When its flight could cause it harm, it must succeed on a Wisdom saving throw to avoid harming itself.

The target will cower in fear and hide when it senses it is alone. Every 10 minutes it cowers while the power is in effect, it must succeed on a Wisdom saving throw or it hallucinates of a foe nearby and runs away from this phantom foe.

If the target is unable to run, it will attempt to escape (in this case, it may use its action to attempt escape). If it can’t escape, it takes 3d10 psychic damage. If this damage reduces the creature to 0 hit points, it dies of fright.

11 [Insanity]. You afflict the target with a long-term madness while the power is in effect. You may choose from or roll randomly on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide.

Singularity

Psychoportation


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam, overt)

You create a tear in space that covers a 5-foot cube which pulls creatures and objects toward it. Once placed, you can’t move the singularity, but you can suppress each of its effects you choose at will during your turn until the start of your next turn.

Certain augmentations require you create a draw field surrounding the tear or a tether, and you can only create a tether or a draw field, but not both.

When a creature enters the tear for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or it can’t move from the space until the start of its next turn. If the space is occupied, the creature is forced into the nearest unoccupied space. At the end of its turn, a creature within the tear takes 1d6 force damage; an object takes this damage at the end of your turn.

0. When you augment the power with at least 1 power point, the damage a target takes from being within the tear increases by 1d6. For every 2 additional power points you spend to augment the power, the damage from the tear increases by 1d6.

1. You create a draw field that is a 10-foot radius sphere surrounding the tear of the singularity. When a creature enters the singularity for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it must spend 3 feet of movement for every foot

moved within the singularity. On a successful save, it must spend 2 feet of movement for every foot moved within the singularity.

2 [Draw]. The radius of the draw field increases by 5 feet. You can take this augmentation up to five times (10).

The size of the tear increases as you spend power points on this augmentation. When you spend at least 6 power points, the tear becomes a 5-foot radius sphere, and when you spend 10 power points, its radius becomes 10 feet.

2 [Draw]. A target which fails its Strength saving throw while within the draw field takes 1d6 force damage, or half as much damage on a successful save. For every 4 additional power points you spend to augment the power except to empower this augmentation, the damage increases by 1d6.

Empower. For every 2 additional power points you spend, the damage increases by 1d6.

2 [Draw]. The singularity pulls projectiles, such as arrows and bolts, as well as those from spells and powers that fire a missile of some sort (such as magic missile and mind spear), toward it. Missiles which cross within the draw field have disadvantage on attack rolls. Nonmagical projectiles and missiles from spells and powers cease to exist if they cross the tear.

4 [Tether]. The strength of the tether increases. At the start of each of its turns, the tethered creature must succeed on a Strength saving throw or become restrained until the start of its next turn.

5. You create a dimensional tether connecting a creature, which can be you, or object to the singularity, provided it is no more than 30 feet from it. An unwilling creature must succeed on a Strength saving throw or become tethered.

When you manifest the power, you set the maximum tether distance, which must be between 30 and 600 feet. Moreover, if you choose, a tethered creature must spend 3 feet of movement for every foot moved in any direction except toward the singularity. If the target falls, the tether will catch it with no check required.

A creature can use its action to attempt to free a tethered target. It must succeed on a Strength check against your power save DC, freeing the target on a success. If the target is transported via teleportation or moved to another plane of existence, the tether automatically breaks.

As a bonus action, you can move the tethered target up to 30 feet in the direction of the singularity. As part of the same bonus action, you can reduce the tether's maximum distance by the same distance the target is moved.

Empower. For every 2 additional power points you spend, you can tether one additional target. You determine each tether’s property at the time of manifestation. When you use a bonus action to move a target, you can move each target you choose.

6 [Draw]. Each creature or object within the draw field that isn’t latched to a surface is pulled toward the tear at a rate of 10 feet each round. An object is pulled toward the center at the end of each of your turns. A creature is pulled when it fails on its Strength saving throw from entering or starting its turn within the draw field.

A creature pulled into the tear is restrained until the start of its next turn.

CHAPTER 2 | POWERS AND SPELLS

Size Alteration

Psychometabolism


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (overt)

You change your size. The power doesn't stack with the enlarge/reduce spell.

You reduce your size by one category and gain advantage on Dexterity checks and Dexterity saving throws. If you augment the power to increase your size, you don’t gain this benefit. While you are smaller, you are half your normal size and one-eighth your normal weight. You suffer no loss to Strength or damage dealt as a result of this change.

0. When you augment the power with at least 3 power points, its range becomes touch. An unwilling creature must succeed on a Constitution saving throw, or its size is changed while the power is in effect.

Empower. If you spend 2 power points (2), the range becomes 60 feet, allowing you to target a creature that you can see within range. If you spend 6 power points (6), each creature you choose within 5 feet of the target is also affected by the power.

1. You increase your size by one category and gain advantage on Strength checks and Strength saving throws. If there isn’t enough space to hold the new size, you attain the maximum size possible.

When larger you are twice your normal size and weigh eight times your normal weight. Your melee weapon attacks deal 1d4 extra damage of the same type.

2. While the power is in effect, as an action you can revert back to your normal size or change to a size you can be through the power.

Empower. When you spend 12 power points (13), your size increases by two categories, growing to three times your normal size and twenty-seven times your normal weight. You treat each roll of 9 or less on Strength checks and saving throws as a 10. Your weapon attacks deal 2d4 extra damage of the same type.

If you are already Huge or Gargantuan, you become Gargantuan with a height of 35 feet, or you become 10 feet taller than you currently are, whichever is larger.

3. A creature shrunk by the power doesn’t gain any benefit from it. Instead, it has disadvantage on Strength checks and Strength saving throws. The target has disadvantage on attack rolls with weapons that lack the light property. The creature's melee weapon attacks deal 1d4 less damage (this can’t reduce the damage below 1). Moreover, the creature’s movement speed is reduced by 10 feet (this can’t reduce its speed below 5 feet).

4. The power's maintenance increases to 1 hour.

6. When you increase a creature's size, you can make it bloat. It gains no benefit from the power. Instead it has disadvantage on Dexterity checks and Dexterity saving throws. Due to its sudden bulk, it has disadvantage on weapon attack rolls. Moreover, the creature’s movement speed is reduced by 10 feet (this can’t reduce its speed below 5 feet).

If the creature’s size is larger than its space can accommodate, it must make a DC 15 Strength check. On a

failed check, the creature is restrained. On a successful check, it is moved to the nearest space it can fit, provided that space is within 10 feet of it. If there is no such space, the target can move up to 10 feet and is then restrained. On each of its turns it can use its action to make a new Strength check.

9. You shrink to one-fourth your normal size and weigh only one-sixty-fourth your normal weight, reducing your size by two categories. You treat each roll of 9 or less on Dexterity checks and saving throws as a 10. Attack rolls made against you have disadvantage.

If you are already Small or Tiny, you become Tiny with a height of only one foot unless you are normally smaller, in which case the power doesn’t make you smaller.

Empower. When you spend 6 power points (15), your size reduces to 1 inch tall with a trivial weight. You have resistance to damage taken from falling.

Spatial Void

Psychoportation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (overt)

Space is distorted within an area, creating hollow void. The area carved out by the void is unnaturally smooth and is treated as difficult terrain. A creature attempting to climb a voided area does so with disadvantage and must spend 1 addition foot of movement per foot climbed.

A voided area isn’t a vacuum, and air or water (or other atmosphere) will fill the area as normal. When the power ends, creatures, objects, and other substances within the void will be pushed out of the voided area harmlessly.

You create an empty void that occupies an area no larger than a 5-foot diameter cylinder this is 5 feet deep (you can orient the cylinder in any direction). This void will suppress unattended, nonmagical objects fully within it when you first manifest the power. Complex objects can’t have their components selectively suppressed, thus you can’t use the power to suppress a lock on a door unless an augmentation allows it.

You can also place a void on a surface, such as a floor or wall, but the void can’t fully breach the surface, leaving a section that is at least 1 foot thick. A creature occupying a surface voided by the power must make a Dexterity saving throw, unless it can hover. The creature falls on a failed save, and moves to the nearest unoccupied space outside of the voided space on a successful one.

0. When you augment the power with at least 3 power points, the void can partially suppress an unattended, nonmagical object, such as a door, as well as components you choose of a complex object. If the object is moved outside of the power's area, any part of the object suppressed by the power is restored to normal.

0. When you augment the power with at least 7 power points, the void can fully breach nonmagical surfaces. Moreover, the void can breach magical and psionic barriers and surfaces if you spent a number of power points equal to twice the effective spell level of the effect, to a minimum of 9 power points.

CHAPTER 2 | POWERS AND SPELLS

1. While the power is in effect, you can shrink the radius of the cylinder or expand it to its original dimensions as an action. An unattended object within the void can’t be picked up or moved. A creature within a closed void must make a Dexterity saving throw; a creature fully within the voided area automatically fails the save. On a failed save, the creature is restrained while the void remains closed.

A creature can use its action to make a Strength check against your power save DC to attempt to pull a target out of a closed void. If it succeeds, the target is freed.

Empower. When you spend 4 power points (5), whenever you shrink voided area, each creature and object within it takes 3d8 bludgeoning damage. A creature must make a Dexterity saving throw. On a failed save, it is knocked prone. On a successful save, it only takes half of the damage. The damage increases by 1d8 for every 2 additional power points you spend.

2. The void's depth increases by 5 feet. You can take this augmentation up to five times (10).

3. The cylinder’s radius increases to up to 5 feet.

Empower. For every 4 additional power points you spend, the radius increases by 5 feet.

7. You create a wormhole using the void. You pick two points within range and place a cylinder with half its possible height at each. You determine which ends connect. When a target passes into one of the cylinders, it emerges through the other one. Passing through the cylinder requires movement equal to its depth.

You can position the cylinders in such a way that a creature or object perpetually falls as long as the voided areas remain open unless it can fly, levitate, or teleport away. If you close the portals, creatures and objects fall as normal, but the distance between the portals is only counted once regardless of how many cycles the creature or object passed through them.

Empower. When you spend 2 power points (9), you can use your reaction to close the wormhole when a creature moves or falls into the void, but before it emerges. A creature must make a Dexterity saving throw. On a failed save, it takes 5d8 force damage and is restrained between dimensions. It must be able to teleport or shift to another plane to escape. On a successful save, the creature takes half of the damage but emerges through the hole. While the power is in effect, you can reopen the wormhole as a bonus action. The force damage increases by 1d8 for every 2 additional power points you spend.

Spectral Armament

Psychoportation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (overt)

You create a spectral crossbow, or similar device that can fire a projectile, within range. The spectral armament launches bolts of ectoplasm with a range of 30/90 feet, and it automatically generates ectoplasm bolts without the need to reload.

When you manifest the power, you can make a ranged power attack against a creature within the armament’s

range. On a hit, the target takes 1d4 + your manifesting ability modifier force damage. As an action while the power is in effect, you can move the armament up to 20 feet and repeat the attack against a creature within its range.

The armament is a Tiny construct that has AC 13, 10 hit points, and a flying speed of 20 feet. It can hover and has damage resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

0. The armament’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

0. The armament’s hit points increase by 5 for each power point you spend to augment the power.

1. You can move the armament and make an attack with it as a bonus action on your turn. The armament can only attack once each round.

2. The armament’s range increases to 100/300 feet.

2. The armament’s damage increases by 1d4. You can take this augmentation multiple times.

***3.***A creature hit by the armament becomes wrapped in thick bindings of ectoplasm. A bound creature has disadvantage on each melee attack roll it makes until the end of its next turn or a creature uses its action to remove the bindings.

4. You can make the armament shoot explosive bolts within its normal range. These don’t require an attack roll. Instead, each creature within a 10-foot radius sphere centered at a point you choose must succeed on a Dexterity saving throw or be treated as if the armament hit it with an attack.

5. A Large or smaller creature hit by the armament is pushed 10 feet away from the armament or the center of its blast, if it has one. If the armament can entwine a target in webbing, the webbing snares the target after it is pushed.

7. A creature hit by the armament becomes entwined by twisted webbing and is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your power save DC, freeing itself on a success.

The webbing can be attacked. Each 5-foot section has AC 10, 15 hit points, and damage immunity to bludgeoning, cold, piercing, poison, psychic, and thunder. When a 5-foot section is destroyed, each creature restrained within that section of the webbing is freed.

9. A creature hit by the armament is coated in acid for as long as the power is in effect or until a creature uses its action to scrape or wash the acid off the target. At the end of each of its turns, a creature coated in acid takes 3d4 acid damage.

Empower. For every 2 additional power points you spend, the acid damage increases by 1d4.

Speed of Thought

Psychoportation


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic

You move and react at extreme speed. You increase your movement speed by 10 feet. This power doesn’t stack with haste and similar effects.

CHAPTER 2 | POWERS AND SPELLS

0. When you spend at least 3 power points to augment the power, your movement speed increases by 5 feet plus an additional 5 feet for every 2 additional power points you spend to augment the power.

1. Through preternatural reflexes, you increase your initiative by 1d6 and never have disadvantage on Dexterity saving throws. You can also manifest the power as a reaction when you roll initiative.

2. The power's maintenance increases to 10 minutes.

3. You are able to move across liquids as if they are solid ground. If you are restrained or your movement is halted, you fall.

Empower. When you spend 8 power points (11), you can move on air as if it is solid ground. Moreover, you move normally while levitated and against gravity.

3. You can run along vertical surfaces. If you are restrained or your movement is halted, you fall, unless the restraint would make that impossible.

Empower. When you spend 2 power points (5), you can run along ceilings.

3. Through remarkable reflexes, once each turn, when you miss with a melee weapon attack, you can choose to make an attack against a different target within your reach.

Empower. When you spend 4 power points (7), you can attack a second creature within reach with a melee weapon when you make an opportunity attack using that weapon. If you spend 2 more power points (9), you can direct that second attack against the same target.

5. Every movement you make is like a blur. You gain a +2 bonus to AC and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After each full minute you maintain the power, you gain one level of exhaustion.

Empower. When you spend 6 power points (11), you no longer gain a level of exhaustion from maintaining the power.

7. You move almost like lightning, adding your proficiency bonus to Dexterity saving throws and half of your proficien- cy bonus to your AC. If you already have proficiency in Dexterity saving throws, double your bonus. If you succeed on a Dexterity saving throw that would normally result in taking half damage, you take none instead.

9. Provided you aren't incapacitated, prone, or restrained, you can take a bonus action to teleport up to 30 feet anywhere you can see.

Empower. For every 2 additional power points you spend, the distance you can teleport increases by 10 feet.

Spirit Ward

Clairsentience


  • Manifesting Time: 1 action
  • Range: Touch
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

You psychically protect a target from spirits you choose: celestials, elementals, fey, fiends, and undead. When you augment the power, you can create either a ward or a trap, replacing the base effect.

One willing creature is can’t be surprised by the chosen spirits and has advantage on ability checks against them while the power is in effect or until the warded creature

attacks one.

1 [Ward]. You protect a willing creature. The protection offers several benefits. The chosen spirits have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by a spirit, the target has advantage on any new saving throw against the relevant effect.

Empower. When you spend 4 power points (5), you can place a ward on an object that can be held or worn. As long as a creature has this object in its possession, it is warded against the chosen spirits.

3 [Ward]. You place a ward on the threshold of a structure, protecting it and up to a 40-foot cube of the structure containing that threshold. The chosen spirits are unable to enter the warded area through any means. Creatures within it can’t be charmed, frightened, or possessed by spirits. If a spirit is within the structure when you manifest the power, it ignores the effects of the ward

Empower. When you spend 6 power points (9), the area of the structure warded by the power increases to up to a 300-foot cube, excluding any chambers within it you choose.

7 [Ward]. You create up to a 15-foot radius sphere centered at a point within 5 feet of you. The chosen spirits can’t enter the sphere through any means. Creatures within the sphere can’t be charmed, frightened, or possessed by spirits. Moreover, spirits have disadvantage on attack rolls against creatures within the sphere. If a spirit is within the sphere when you manifest the power, it fails.

Empower. When you spend 4 power points (11), the sphere can be centered on a creature you touch, which can be you. The sphere moves with the target.

13 [Trap]. You attempt to trap a spirit you touch. It must succeed on a Charisma saving throw or become confined within the trap for as long as the power is in effect. The trap is a cylinder that comfortably fits the spirit.

A confined spirit can’t attack a creature outside the trap, nor can its spells, powers, and other abilities penetrate the trap. Conjuration and summoning effects it employs automatically fail. If the target attempts to exit the warded space through magic or similar means, it fails.

The trapped spirit can use its action to make a Charisma check against your power save DC. If the creature has taken damage within the last round, it makes this check with advantage. If this check succeeds, the power ends.

Empower. When you spend 2 additional power points (15), you create a special ward against one particular, unique creature.

You must have an object with some connection to the creature, which can be one of its possessions or a symbolic reference connected to it. Once the target is confined, you can use your reaction to bind the trap to the object. The target must succeed on a new Charisma saving throw or the trap becomes permanent until broken.

The trap breaks when the target gains possession of the special object used to seal it, the object is destroyed, or the object is the target of the psychic static power or dispel evil and good spell. A confined spirit is free to speak, but it can only take the Use an Object action. It is immune to all damage while confined.

17 [Ward]. You ward an area up to a 1-mile radius cylinder that is 50 feet tall. The chosen spirits can’t enter the area, and if present in the area, must succeed on a Charis-

CHAPTER 2 | POWERS AND SPELLS

ma saving throw or be forced to exit the area using any means necessary. On a success, the spirit can remain, but while within the area it has disadvantage on attack rolls and creatures can’t be charmed, frightened, or possessed by it.

Starcall

Psychoportation


  • Manifesting Time: 1 bonus action
  • Range: 120 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (overt)

You channel the cosmos to create a ball of hovering light that sheds bright light in a 20-foot radius sphere. The light is silver in color and doesn’t create dim light.

As a bonus action while the power is in effect, you can summon the light to your side, move it up to 60 feet in any direction, turn the light on or off, or expand or reduce the light’s radius up to its original size.

1. As an action, you can make a ranged power attack against a target within range with the light. On a hit, the ball of light will stick to that target until you move the ball or make a new attack with it. Attack rolls against the target never have disadvantage from visibility or illusory effects.

Empower. When you spend 2 power points (3), on a hit, the target takes 2d8 + your manifesting ability modifier radiant damage. The radiant damage increases by 1d8 for every 2 additional power points you spend.

If you spend 4 more power points (7), the ball of light bounces between targets. You can attack up to three additional targets provided each one is within 30 feet of the last target and within range. You can only attack a target once in a turn this way.

4. A creature with the light stuck to it or one which has taken damaged from the power's shooting stars effect is illuminated in spectral light. Attack rolls made against these creatures have advantage while the power is in effect.

5. The light suppresses magical darkness within its radius.

Empower. When you spend 4 power points (9), if the power overlaps with an area of darkness created by a spell of 3rd-level or lower or a power augmented by 6 or fewer power points, the effect that created the darkness is dispelled or disrupted. For every 4 additional power points you spend, the spell level you can dispel increases by 1 and the power point total you can disrupt increases by 2.

11. As an action, you can condense the light into a 1-foot diameter orb that floats overhead up to 60 feet high within range. While the orb floats overhead, you can’t use the ball of light. At the start of your next turn this light automatically bursts and rains down in a cascade of shooting stars. Each creature you choose within a 30-foot radius cylinder that is as tall as the orb’s height must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage and can’t benefit from darkvision or see into darkness for 1 minute. On a successful save, it only takes half of the damage.

Empower. For every 4 additional power points you spend, the radiant damage increases by 1d8.

Stasis

Psychoportation


  • Manifesting Time: 1 action
  • Range: Touch
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (glow)

Diluting the passage of time, you create a temporal anomaly attached to a space, creature, or object.

Make a power attack roll against one creature or unattended object that you can see within range. On a hit, it is mired in time. A mired target has its speed reduced by half while the power is in effect.

1. A mired creature has disadvantage on opposed Strength and Dexterity checks. Moreover, the target can only be moved half the distance it normally could. The DC to push or lift a mired target increases by 5 to a minimum of 15, including if the target normally requires no Strength check to move it.

Empower. When you spend 2 power points (3), a mired object can’t be moved at all. At the DM’s discretion, an ob-ject may react to stimuli applied to it once the power ends.

2. The power's range increases to 60 feet and you make a ranged power attack with it.

Empower. When you spend 6 power points (8), you create a 5-foot radius sphere where time is diluted at a point within range you can see. The sphere is obvious to onlookers from the outside. Each object and creature within the sphere is mired in time until it exits the sphere or the power ends. You can increase the radius of the sphere by 5 feet for every 2 additional power points you spend.

2. You can target one additional target. Make an attack roll for each. You can take this augmentation up to three times (6).

4. The power's maintenance increases to 10 minutes.

5. A mired creature takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If a creature attempts to cast a spell or manifest a power with casting or manifesting time of 1 action, roll a d20. On an 11 or higher the spell or power doesn’t take effect until its next turn and it must use its action on that turn to complete the spell or power.

7. A mired target in placed in stasis.

Suspension

Psychoportation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture, Visual (beam, glow)

You create a gravitational force that suspends targets in the air. The target can only move by pushing or pulling against a fixed surface (such as a wall or ceiling), which allows it to move as if it were climbing.

CHAPTER 2 | POWERS AND SPELLS

 When the power ends, the target falls unless it can fly or hover. A suspended creature can use its action to make a Dexterity saving throw, ending the power for it and falling on a success; it lands safely if it falls less than 20 feet.

One willing Large or smaller creature or object that you can see within range is lifted up to 10 feet from a surface.

0. When you augment the power with at least 1 power point, you can target unwilling creatures. The target must succeed on a Dexterity saving throw or be suspended in the air.

1. A suspended flying creature loses half of its flying speed and can’t fly down while the power is in effect.

1. When a creature or object within range is falling, you can manifest the power on it as a reaction.

2. The power's range increases to 300 feet.

2. You can target one additional creature or object, provided you don’t augment the power to affect a cylinder. Each creature and object must be within 30 feet of each other when you target them. You can take this augmentation multiple times.

3. As an action, you can move a suspended target up to 20 feet in any direction. If you have more than one target, each target moves the same direction and distance. If a target impacts an object while floating, it neither deals nor takes damage. Solid obstacles, such as a wall, simply prevent movement in that direction. A target can’t be lifted higher than 20 feet, and should it be moved over a drop, it will safely fall the difference until it is 20 feet above a surface.

Empower. For every 2 additional power points you spend, the maximum height you can lift a target increases by 20 feet.

4. You can also target Huge creatures and objects.

Empower. When you spend 8 power points (12), you can also target Gargantuan creatures and objects.

6. When you manifest the power, a 20-foot radius cylinder that is 20 feet high centered at a point within range suspends each Large or smaller creature and object that isn’t latched to a surface in air. An unwilling creature must succeed on a Dexterity saving throw or be suspended in air.

If you augment the power to move a suspended target, you move the cylinder and each target caught in it instead.

Empower. For every 2 additional power points you spend, the size of the cylinder increases by 5 feet in each dimension.

Telekinetic Flight

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic

Your will creates an invisible force that holds you aloft. You can manifest the power as a reaction if you are falling.

While the power is in effect, you can use your reaction to stop yourself from falling until the end of your next turn, after which time, you can safely descend using your movement to land. You can take this reaction as part of the same reaction you use to manifest the power.

1. You levitate yourself, floating off the ground. As an action, you can move up to 30 feet in any direction, but can

go no higher than 60 feet from a surface. If you move over an edge, you will safely fall until you are no more than 60 feet above a surface.

2. You can use a bonus action instead of an action to manipulate the target.

2. The power’s range becomes 60 feet, allowing you to target a willing Large or smaller creature or object you can see. As an action, you can move the target the same way you move via the power.

Empower. When you spend 6 power points (8), you can target a Huge or smaller creature or object.

3. You can telekinetically move through water, granting you an effective swimming speed equal to your walking speed. When you take the Disengage action, you can thrust yourself up to 40 feet in one direction.

In addition, you are resistant to gusts of wind and strong water currents. You have advantage on ability checks and saving throws to stay aloft or afloat.

Empower. When you spend 2 power points (5), you gain a flying speed equal to your walking speed and can hover.

4. The speed and distance you can move via the power increase by 30 feet.

4. You can telekinetically move up to three additional willing creatures within 15 feet of the target when you target it.

Additional targets can’t be moved independently and remain next to the primary target, moving with it when you move the target. If at any point an additional target strays more than 15 feet from the primary target, the power stops affecting it.

Empower. For every 2 additional power points you spend, you can affect one additional targets.

9. While aloft or afloat, you can make a special action: Psychokinetic Dive. Psychokinetic Dive shrouds you within a psychokinetic field and acts as an energy power. You target a point on a surface and rapidly impact it with force. As part of the attack, you can move up to 30 feet in a straight path to the target.

Each creature you choose within 10 feet of the target point must make a Dexterity saving throw. The creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. You suffer no damage from this attack and don’t provoke opportunity attacks until the end of your turn after using it.

For every 4 additional power points you spend to augment the power, Psychokinetic Dive’s damage increases by 1d10.

13. You create a telekinetic field that covers up to a 15-foot radius sphere centered on you. This field can lift any unattended object and willing creature within it, moving each with you when you move.

You can also choose to tear a surface within the sphere, lifting it and everything on it. You can move the entire mass with you when you move. Moreover, as an action, you can move the mass up to 90 feet. Each creature and object on the mass you lift is carried with it and doesn’t suffer gravity, treating the lifted mass as its center of gravity.

Empower. When you spend 4 power points (17), you can use your reaction to rotate the mass when a nonmelee attack or effect targets you or anyone on the lifted mass. Each creature and object on the mass has full cover in that

CHAPTER 2 | POWERS AND SPELLS

direction until you move the mass. For example, while flying a mass of earth in a battle against a red dragon, you can use the mass to block the dragon’s breath attack, granting each creature and object upon it full cover.

Telekinetic Grasp

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture, Visual (glow)

You create a telekinetic force at a space within range. This force can attempt to grapple a Medium or smaller creature or object within 5 feet of it that you can see. Make a grapple check using your power attack modifier instead of Strength (Athletics) when you target a creature. On a success, the target is grappled until it escapes the grapple, you release it, or the power ends. While the power is in effect, if the force holds no target, you can use your action to move it up to 30 feet and attempt to grapple a target. A target automatically escapes the grapple if it teleports, becomes incorporeal, or moves to another plane of existence.

When you grapple an object, any creature must succeed on a Strength check against your power save DC to move it. The object is considered latched to a surface.

A grappled creature is held in place and considered latched to a surface. It doesn’t fall as a result of the power.

1. A grappled creature has each of its melee weapon damage rolls reduced by 1d4 to a minimum of 1 point of damage.

Empower. For every 2 additional power points you spend, to a maximum of 8, the target's damage is reduced by an additional 1d4.

2. The power’s range increases to 300 feet.

2. The force can attempt to grapple up to two Medium or smaller targets within 5 feet of it using the same action. It can grab a Large target in place of two Medium targets, a Huge target in place of four Medium targets, or a Gargantuan target in place of 8 Medium targets.

Empower. For every 2 additional power points you spend, the force can attempt to grapple one additional Medium target.

3. You can use your action to attempt to shove a grappled creature, using your power attack modifier instead of your Strength (Athletics) for the check. In addition, a grappled creature can’t benefit from hover, and at the end of each of your turns, you can make it fall.

Empower. When you spend 4 power points (7), you can take a reaction when a grappled creature makes an attack roll, ability check, or saving throw that uses Strength or Dexterity. It treats a d20 roll of 11 or more as a 10. As part of this reaction, you can also attempt to shove the target.

5. A grappled creature is restrained.

Empower. When you spend 10 power points (15), you can choke a grappled creature. After the target has been grappled by the force for two consecutive rounds, it begins to suffocate and can’t hold its breath. The target falls to 0 hit points after a number of rounds equal to its Constitution modifier (minimum of 1 round) as defined under the suffocation rules (chapter 8 in the Player’s Handbook). If the target is reduced to 0 hit points, you can use your reaction to outright kill it.

Telempathic Projection

Telepathy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 hour
  • Detection: Psychic

You project thoughts and feelings to a single creature within range. To transmit verbal information, you and the target must share a common language. You can also transmit an intense emotion, such as "danger" or "safety," that can be understood by a creature incapable of language.

An unwilling creature must succeed on a Wisdom saving throw or be affected by the power.

While the power is in effect, you can to send a short message (that can be conveyed in a 6-second round) to the target during your turn without using an action. You may take a bonus action to change the target of the power, ending the effect for the previous target.

1. You instill a thought or feeling into the target. On a failed save, the target immediately thinks that thought or feels that feeling. The target won’t take any action that could cause it harm, but can be impressed to take some innocuous action, such as visiting a location to do something. How the creature reacts to a projected thought or emotion is up to its normal pattern of behavior.

Empower. When you spend 2 power points (3), you relieve a creature of a feeling, such as anger or grief. The power suppresses the frightened and unsettled conditions and the effects of a psychic impression. It has no effect on a barbarian’s Rage feature or spells such as heroism.

2. The target can transmit thoughts and feelings to you as a bonus action while the power is in effect. A target doesn’t have to respond to you.

3. You embed your thoughts within the target’s mind. While the power is in effect, when the target makes an Intelligence, Wisdom, or Charisma check you can give it advantage or disadvantage on the roll. When you augment the power with at least 9 power points, you can use this reaction when the target makes an Intelligence, Wisdom, or Charisma saving throw as well.

4. You can send clear thoughts and concepts to the target without needing to share a common language.

7. You adjust the target’s mood toward you or another known creature. On a failed save, the target can be made to be either friendly or hostile if it is indifferent or indifferent if it is hostile or friendly.

If you change the mood of a creature toward you, you have advantage on Animal Handling and Charisma checks made against that creature.

8. The power's range increases to cross any distance to telepathically connect with a creature you know, provided it is on the same plane of existence. You can only use this augmentation to transmit messages, not to alter thoughts.

Empower. When you spend 4 power points (12), you can connect with a creature you know on another plane of existence.

9. You instill serenity to the target, preventing it from attacking or to cease attacking if it is already in combat. On a failed save, it will take no offensive action, but will still defend itself. If an aggressive action is taken against the target or its allies, the power ends for it.

CHAPTER 2 | POWERS AND SPELLS

 While the power is in effect, features such as Rage and Bardic Inspiration, spells such as heroism, and effects like confusion and frightened are suppressed. After the power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Empower. For every 2 additional power points you spend, you can target one additional creature.

Trauma Infusion

Clairsentience


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Visual (glow)

You curse a creature you can see within range to relive a past trauma, one suffered by you, or one from within the Collective Conscious of the multiverse. A creature incapable of feeling pain is immune to the power.

While the power is in effect, when the target takes damage from any source it must succeed on a Wisdom saving throw or take 1d8 psychic damage from reliving the trauma. It makes this save only once each round.

0. The maximum number of times in a round the target must make a Wisdom saving throw increases by one when you reach 5th level (twice), 11th level (thrice), and 17th level (four times).

1. A creature damaged by the power takes a −2 penalty to AC and can’t take the Dodge action until the start of your next turn.

2. The maximum number of times in a round the target must make a Wisdom saving throw increases by one. You can take this augmentation multiple times.

3. A creature damaged by the power has disadvantage on attack rolls and ability checks until the start of your next turn.

Empower. When you spend 4 power points (7), a creature damaged by the power has disadvantage on Strength, Dexterity, and Charisma saving throws until the start of your next turn.

4. You can target one additional creature. The creatures must be within 30 feet of each other when you target them. If a target is reduced to 0 hit points while the power is in effect, you can target a new creature as a bonus action, provided at least one other creature is cursed by the power.

Empower. For every 2 additional power points you spend, you can target one additional creature.

5. A creature damaged by the power is frightened of the last creature which harmed it until the end of its next turn. While frightened this way, a creature must take the Dash action and move away from what it fears by the safest available route.

Empower. When you spend 4 power points (9), a frightened creature must succeed on a Wisdom saving throw the first time it is hit by an attack each round or become paralyzed until the end of its next turn.

6. The first time on a turn the target damages another creature, it must succeed on a Wisdom saving throw or take 1d8 psychic damage. The effect of this augmentation doesn’t consume the number of times the power triggers during a round.

13. You force the target to relive the experience of death. A creature damaged by the power must make a Constitution saving throw. On a failed save, the target is reduced to 0 hit points if it has 40 or fewer hit points remaining, otherwise it takes 4d6 necrotic damage.

Empower. For every 2 additional power points you spend, the hit point threshold increases by 10.

Tremor

Psychokinesis


  • Manifesting Time: 1 action
  • Range: Self
  • Maintenance: Concentration, up to 1 minute
  • Detection: Psychic, Gesture

You create a shock wave of psychokinetic force. Choose one 5-foot square on a surface within 30 feet of you. Each creature standing on that surface must succeed on a Dexterity saving throw or be knocked prone.

While the power is in effect, you can repeat the shock wave as an action.

0. When you augment the power with at least 1 power point, you can create a shock wave on one additional square or create one additional line if able, when you reach 5th level (2 squares or lines), 11th level (3 squares or lines), and 17th level (4 squares or lines). A creature only needs to make a saving throw against this power once in a turn.

1. The shock wave hits each space in a line that is 5-feet wide and up to 30 feet long which originates from you.

Empower. For every 2 additional power points you spend, the length of the line increases by 5 feet.

3. Creatures knocked prone by the power take 3d6 force damage.

Empower. When you spend 4 power points (7), a prone creature is shrouded in seismic vibrations. Its movement speed is reduced by half, and whenever it makes a Strength or Dexterity check or saving throw, it must roll a d4 and subtract the number rolled while the power is in effect.

5. Each square on a surface struck by the power explodes with debris. Each creature and object and within 5 feet of the square, except you, takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Empower. For every 4 additional power points you spend, the bludgeoning damage increases by 1d6.

9. The shock wave becomes a tremor the deals 50 bludgeoning damage to structures in contact with the ground struck by it. Moreover, the ground within 10 feet of spaces struck by the power becomes difficult terrain until cleared.

If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

CHAPTER 2 | POWERS AND SPELLS

Empower. When you spend 3 power points (12), you can create a fissure along each line struck by the power. A fissure is 50 feet deep. Each creature within the area must make a Dexterity saving throw. If the save fails, the creature falls into the fissure and takes fall damage. Each object that has at least half of its mass in the path also falls into the fissure.

Weather Manipulation

Psychokinesis


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Maintenance: Concentration, up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

You bend the weather to your will. You control a 15-foot radius cylinder that is 15 feet tall. When you manifest the power and at the start of each of your turns while it is in effect, you can calm the weather in each space of the cylinder you choose until the end of your next turn. Once you stop maintaining the power, its effects persist uncontrolled for 2 rounds.

If you create a storm, you can augment the power based on the type of storm you create: rain, snow, wind.

You control the humidity and temperature within the cylinder, able to make it dry or humid, comfortable or uncomfortably warm or cold while the power is in effect. In addition, you can create or disperse lightly obscured fog within the cylinder.

0. For each power point you spend to augment the power, the dimensions of the cylinder increase by up to 5 feet, but can never exceed the available space it is created within.

0 [Snow]. Rain becomes snow and sleet becomes ice. Snow and ice accumulate over time, making the area difficult terrain until cleared.

1. You create a storm which can be a rain or wind storm.

A rain storm creates heavily obscured fog and light rain within the cylinder. Within the rain, creatures gain advantage on saving throws against fire, and torches and similar unprotected flames are extinguished. You can select rain augmentations.

A wind storm creates a strong breeze that can blow across the cylinder in one direction you choose, from all directions outward from its center, or in a circular pattern in the direction you choose. The winds push clouds and gases 10 feet at the end of each of your turns. You can select wind augmentations.

Empower. When you spend 2 power points (3), you gain the benefits of both storms.

2 [Rain]. The storm produces heavy rain, within which exposed flame is doused and creatures gain resistance to fire damage.

Empower. When you spend 2 additional power points (4), sleet covers the ground with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone. If a creature starts its turn in the sleet and is concentrating on a spell or power, it must succeed on a Constitution saving throw against your power save DC or lose concentration.

 Sleet remains for 2 rounds after the power ends or the sleet is suppressed. You can select snow augmentations.

2 [Wind]. Winds within the storm become fierce. A creature must spend 2 feet of movement for every foot it moves against the wind. The winds disperse gas or vapors, and extinguish torches and similar unprotected flames. Protected flames dance wildly and have a 50 percent chance to be extinguished.

Empower. When you spend 2 power points (4), the strength of the wind increases. Each creature that starts its turn within the wind must succeed on a Strength saving throw or be pushed 15 feet in the direction of the wind. Ranged weapon attacks that pass through the wind have disadvantage on their attack rolls.

If the winds blow down, a creature must make a Strength saving throw if it flies into the area for the first time on a turn or starts its turn there while flying. On a failed save, the creature is knocked to the ground and is rendered prone. If the wind blows upward, creatures can jump up to 10 feet higher than normal.

If you spend 4 more power points (8), you can create gale force winds or a tornado. A creature must make a Dexterity saving throw the first time it enters the wind on a turn or starts its turn there. It takes 6d6 bludgeoning damage on a failed save or half as much damage on a successful one. In addition, a Large or smaller creature that fails its save must succeed on a Strength saving throw or be swept in the winds and restrained until it escapes. A restrained creature is pulled 5 feet higher at the start of each of its turns until it reaches the top of the cylinder. It can use its action to make a Strength or Dexterity check against your power save DC. If successful, it escapes and is hurled 3d6 x 10 feet away in a random direction. For every 4 additional power points you spend to augment the power, the damage increases by 1d6 .

4 [Rain, Snow, Wind]. As an action, you can strike a point within the storm with lightning (rain), freezing hail (snow), or a twister (wind) while you are within the storm. Each creature within 5 feet of that point must make a Dexterity saving throw. It takes 3d10 lightning (rain), cold (snow), or bludgeoning damage (wind) on a failed save or half as much damage on a successful one. For every 2 additional power points you spend to augment the power, the damage increases by 1d10.

4 [Rain, Wind]. The area you can cover with fog or light winds expands up to a 300-foot radius cylinder that is 100 feet high. Within the same area, you can cause light precipitation in the form of rain or snow if you create a rain storm. The effects of other augmentations only extend to the power’s normal area.

Empower. When you spend 8 power points (12), the radius of the cylinder increases up to 1 mile. Augmentations that produce heavy precipitation or fierce winds function within the expanded area.

CHAPTER 2 | POWERS AND SPELLS

Magic and Psychic

When using psionics in your campaigns, you must resolve any interactions between psychic effects and magical effects.

Interaction

Psychic abilities aren’t magical. They are more akin to ki used by monks, being magic-like, but not magic in the sense of spells or magical items.

Spell Level and Power Level

Since psionic powers don’t have levels normally, when interacting with effects that use spell levels, you need to calculate the effective spell level for a power. To determine the effective level of a power, divide the power points used to augment it by two (round up). Power level can’t exceed 9th level (at 17 or more power points).

Powers manifest without power points are equivalent to cantrips.

Dispel

Features, spells, powers, and effects that can dispel either magic effects or psionic effects won’t work on the other. For example, dispel magic won’t remove the effects of a psionic power. If an effect expressly indicates it dispels any supernatural effects or both magic and psionic powers, then it affects both.

As a general guideline, if a dispel mechanic can dispel the effects of a monk’s ki abilities, it can disrupt psionic powers. For instance, the Antimagic Cone trait of a beholder can remove a monk’s Ki-Empowered Strikes effect, and could likewise counter the mystic arms power as both effects are counted as magical.

Counters

In most cases, spells and powers can’t be used to counter each other.

Detection. Psychic abilities are invoked with the mind. Certain powers have noticeable visual effects that indicate a power is being used, while other powers only have a psychic sensation. See the Powers chapter for more information on which powers can be detected as they are manifested and maintained.

If a psychic creature is maintaining a power or psychic feature, it has the psionic focus condition and onlookers can determine that it is maintaining a psychic ability by succeeding a DC 12 Intelligence (Investigation) check. If the creature has psychic abilities of its own, it requires no action. Otherwise, a creature must take a bonus action to discern if a power or psychic feature is being maintained.

Antimagic

Most powers don’t count as spells or magic, unless stated so, and as such aren’t suppressed by antimagic fields and similar effects. Use the monk ki test to determine if a power is affected by antimagic effects. If a monk’s feature isn’t suppressed, then a psionic power isn’t either.

Concentration

Under normal circumstances, it is impossible to maintain a power and concentrate on a spell at the same time. If you cast a spell that requires concentration, each power you are maintaining immediately ends. Likewise, in order to maintain a psionic power, you must cease concentrating on a spell.

You can, however, use a psicrystal to maintain a power for you, allowing you to use your concentration on a spell.

There are cases where a power may have a period where they are in effect, but not maintained through concentration, such as the Way of Insight monk’s Lingering Powers feature. In this case, concentration can be used for a spell without ending the psionic power early.

Variant Rule: Psionics are Magic

If you use both spells and powers in your campaign, you can rule that whatever affects spells also effects powers and vice versa. In this case, disregard the above interaction rules. Instead, dispel and counter effects apply to both, and powers are unable to be manifest within and are cancelled by antimagic fields.

Variant Rule: Ki is Psychic

If you prefer to have ki effects operate using the same energies as psychic powers, you can rule that all monk ki abilities are psychic and interact as psychic abilities, subject to psychic static effects.

CHAPTER 2 | POWERS AND SPELLS

Spells

Spellcasters have access to several new spells connected to psychic abilities, spirits, and that are similar to psionic powers.

Spells
Level Spell School Conc. Ritual Class
1st Conceal Thoughts Divination No No Cleric, Sorcerer, Warlock, Wizard
1st Detect Psionics Divination Yes Yes All spellcasters
2nd Echo of Souls Conjuration No No Cleric, Druid, Ranger, Warlock
2nd Focus Enchantment No No Bard, Sorcerer, Wizard
2nd Inflict Pain Enchantment Yes No Bard, Sorcerer, Warlock, Wizard
3rd Detect Aura Divination Yes No Cleric, Druid, Sorcerer, Warlock, Wizard
3rd Dream Transmutation Illusion No* No Wizard
3rd Warding Charm Abjuration No No Cleric, Wizard
4th Detect Possession Divination No No Cleric, Druid, Paladin, Warlock
4th Dream Conjuration Illusion No* No Wizard
4th Disrupt Power Abjuration No No Sorcerer, Warlock, Wizard
4th False Bravado Illusion Yes No Bard
4th Psychic Rupture Evocation No No Warlock, Wizard
4th Spirit of the Wolf Transmutation No No Druid, Ranger, Wizard
5th Brain Melt Necromancy No No Bard, Sorcerer
5th Disrupting Smite Evocation Yes No Paladin
5th Dream Evocation Illusion No* No Wizard
5th Illusory Double Illusion Yes No Wizard
6th Disruption Evocation No No Cleric
6th Spirit Wrack Abjuration Yes No Cleric, Warlock
7th Energy Trap Abjuration Yes No Artificer, Wizard
7th Illusory Clones Illusion Yes No Bard, Wizard
7th Temporal Binding Transmutation Yes No Sorcerer, Wizard
8th Usurp Spiritfont Necromancy Yes No Warlock, Wizard
8th Wrench Conjuration No No Cleric

Dream spells (marked with an asterisk) which duplicate spells that require concentration also require concentration.

CHAPTER 2 | POWERS AND SPELLS

Spell Descriptions

The spells are presented in alphabetical order.

Brain Melt

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You fire a bolt of mental energy at a creature you can see within range. It must succeed on a Wisdom saving throw or become mentally taxed. At the start of each of its turns while it is concentrating on any effect, the taxed creature takes 2d12 psychic damage and has its power and spell save DCs reduced by 4 until the end of its next turn. Once the target has taken this damage five times, the spell ends.

Conceal Thoughts

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You create mental noise in the mind of a creature you touch, making it difficult for its mind to be read. For the duration, the target has advantage on saving throws against having its mind or intentions read. A creature has disadvantage on Wisdom (Insight) checks against the target.

Detect Aura

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain aurasight to a distance of 60 feet. When you sense when a creature is maintaining a psionic power, you can determine exactly which powers it is as a bonus action.

In addition, when a creature within 60 feet of you attempts to manifest a psionic power or use a psychic ability you are aware of its action and the power’s discipline (if any).

Detect Possession

4th-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch one creature or object and determine if it is possessed. A possessor must make a Charisma saving throw. On a failed save, you know the creature possesses the target and the approximate power of the creature, its type, and what kind of possessing entity it is. On a success, you don’t detect the presence of a creature.

Detect Psionics

1st -level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of psionic energy within 30 feet of you. If you sense a psionic energy this way, you can use your action to see a faint aura around any visible creature or object in the area that bears psionic energy, and you learn its psionic discipline.

The spell can penetrate most barriers, but is blocked by 1 foot of wood, 1 inch of salt, a thin sheet of lead, or 3 feet of dirt or stone.

Disrupt Power

4th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you manifesting a power
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to disrupt a creature in the process of manifesting a psionic power. If the creature is manifesting a power augmented by 8 or fewer power points, its power fails and has no effect. If it is manifesting a power augmented by 9 or more power points, make an ability check using your spellcasting ability. The DC equals 10 + half the power points used to augment the power. On a success, the creature’s power fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the disrupted power has no effect if it is augmented with fewer power points than twice the level of the spell slot you used, unless you use a 9th-level spell slot, in which case the power has no effect regardless of the number of power points used to augment it.

Disrupting Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit an undead creature with a melee weapon attack during the spell’s duration, you weapon bursts with spiritual energy, and the attack deals an additional 5d6 radiant damage on a successful attack roll. If the target has 25 hit points or fewer after taking this damage, it must succeed on a Wisdom saving throw or be destroyed. On a successful saving throw, the creature becomes frightened of you until the end of your next turn.

CHAPTER 2 | POWERS AND SPELLS

Disruption

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You tear apart the necromantic energies of an undead creature. Make a ranged spell attack. On a hit, the target takes 10d8 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a Wisdom saving throw or be destroyed. On a successful saving throw, the creature becomes frightened of you until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you deal an additional 1d8 radiant damage per each slot level above 6th.

Dream Conjuration

4th-level illusion


  • Casting Time: 1 action
  • Range: Self (special)
  • Components: V, S
  • Duration: Instantaneous (special)

You tap into the fabric of the Dreamscape to create a pseudo-real version of a conjuration spell of 3rd level or lower. The spell must have a casting time of 1 action and a duration that is either instantaneous or requires concentration. It can’t have a material component with a gold value, and it can’t target you. Moreover, the spell can’t teleport or transport a target.

Alternately, you can manifest a psionic power from the psychoportation discipline augmented by 5 power points. The power must have a manifesting time of 1 action and either no maintenance or one that requires concentration. It can’t target you. A power uses your spell save DC and spell attack modifier as the power save DC and power attack modifier.

The spell or power takes on all the characteristics as if you have cast or manifested it, including its range, duration, and maintenance, as well as any action requirement or option it enables.

When you cast this spell while on the Dreamscape, the conjuration spell or psychoportation power has a +2 bonus on its attack roll and save DC.

If a creature must make a saving throw against the spell to take reduced damage, the spell deals psychic damage instead of its normal damage type.

A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to disbelieve the illusion. On a success, the creature can no longer be affected by or targeted by the spell. Inside the Dreamscape, the effects are real, and Intelligence (Investigation) attempts to disbelieve or see through the illusion automatically fail, and truesight can’t perceive the illusion for what it is.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the maximum spell level of the conjuration you cast through this spell by one level or the number of power points you can augment a power by 2 for each slot level above 4th.

Dream Evocation

5th-level illusion


  • Casting Time: 1 action
  • Range: Self (special)
  • Components: V, S
  • Duration: Instantaneous (special)

You tap into the fabric of the Dreamscape to create a pseudo-real version of an evocation spell of 4th level or lower. The spell must have a casting time of 1 action and a duration that is either instantaneous or requires concentration. It can’t have a material component with a gold value, and it can’t target you.

Alternately, you can manifest a psionic power from the psychokinesis discipline augmented by 7 power points. The power must have a manifesting time of 1 action and either no maintenance or one that requires concentration. It can’t target you. A power uses your spell save DC and spell attack modifier as the power save DC and power attack modifier.

The spell or power takes on all the characteristics as if you have cast or manifested it, including its range, duration, and maintenance, as well as any action requirement or option it enables.

When you cast this spell while on the Dreamscape, the evocation spell or psychokinesis power has a +2 bonus on its attack roll and save DC.

If a creature must make a saving throw against the spell to take reduced damage, the spell deals psychic damage instead of its normal damage type.

A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to disbelieve the illusion. On a success, the creature can no longer be affected by or targeted by the spell. Inside the Dreamscape, the effects are real, and Intelligence (Investigation) attempts to disbelieve or see through the illusion automatically fail, and truesight can’t perceive the illusion for what it is.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you increase the maximum spell level of the conjuration you cast through this spell by one level or the number of power points you can augment a power by 2 for each slot level above 5th.

Dream Transmutation

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self (special)
  • Components: V, S
  • Duration: Instantaneous (special)

You tap into the fabric of the Dreamscape to create a pseudo-real version of a transmutation spell of 2nd level or lower. The spell must have a casting time of 1 action and a duration that is either instantaneous or requires concentration. It can’t have a material component with a gold value, and it can’t target you.

Alternately, you can manifest a psionic power from the psychometabolism discipline augmented by 3 power points. The power must have a manifesting time of 1 action and either no maintenance or one that requires concentration. It can’t target you. A power uses your spell save DC and spell attack modifier as the power save DC and power attack modifier.

CHAPTER 2 | POWERS AND SPELLS

 The spell or power takes on all the characteristics as if you have cast or manifested it, including its range, duration, and maintenance, as well as any action requirement or option it enables.

When you cast this spell while on the Dreamscape, the transmutation spell or psychometabolism power has a +2 bonus on its attack roll and save DC.

If a creature must make a saving throw against the spell to take reduced damage, the spell deals psychic damage instead of its normal damage type.

A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to disbelieve the illusion. On a success, the creature can no longer be affected by or targeted by the spell. Inside the Dreamscape, the effects are real, and Intelligence (Investigation) attempts to disbelieve or see through the illusion automatically fail, and truesight can’t perceive the illusion for what it is.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the maximum spell level of the conjuration you cast through this spell by one level or the number of power points you can augment a power by 2 for each slot level above 3rd.

Echo of Souls

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You call upon ambient spirits to protect one willing creature you can see within range. The first time the protected creature takes damage from another creature, the spirits curse its soul. The attacking creature must make a Charisma saving throw. On a failed save, the creature takes 2d8 radiant damage immediately, and half as much radiant damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d8 radiant damage per each slot level above 2nd.

Energy Trap

7th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gem worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

You create well that traps mystical energy. It can absorb up to 10 spell levels or 20 power points. Whenever a spell is cast or a power is manifested within 60 feet of the well, you can use your reaction to trap the energy, negating the spell or power, provided it is a spell using a slot of 5th level or lower or a power augmented by 10 or fewer power points.

The well has 20 charges; each spell it negates consumes 2 charges per slot level and each power it negates consumes 1 charge per power point spent to augment it. Once the well has 0 charges remaining, the spell ends. A spell or power can’t be partially negated.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of charges the well has increases by 10 for each slot level above 7th.

False Bravado

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a false sense of invulnerability within a creature’s mind. One creature you can see must make a Wisdom saving throw or become overcome with confidence, gaining immunity to the charmed, frightened, and unsettled conditions. A creature can choose to fail its save.

In addition, the target has advantage on saving throws and ability checks against being shoved. It also will never voluntarily move away from a foe or make a ranged attack, cast a spell, or manifest a power against a creature outside of its melee reach. If it isn’t within melee reach of a foe, it will use its movement to approach the nearest foe.

Focus

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You grant a willing creature the ability to supernaturally focus. Until the spell ends, whenever the target concen- trates, it gains the psionic focused condition. It can also choose to concentrate to gain this benefit during its turn.

While it has the psionic focused condition, the creature has advantage on Constitution saving throws to maintain concentration. Moreover, when it fails on a saving throw or ability check against an illusion, it can choose to succeed instead, ending the spell.

Illusory Clones

7th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create four identical illusory copies of yourself which appear in the nearest unoccupied spaces. Each illusion is capable of moving like you and will duplicate your motions and sounds, but can’t perform an action.

During your turn, you can move each illusory copy you choose in the same manner you could move. As a bonus action, you can swap place with an illusory copy.

Each illusory copy has 1 hit point and shares your AC. If the copy is killed by a creature, it explodes in magic vapor. Each foe within 5 feet of the copy must succeed on a Dexterity saving throw or it takes 4d10 psychic damage.

CHAPTER 2 | POWERS AND SPELLS

Illusory Double

5th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a straw effigy, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You create an illusory duplicate of a creature you can see in range. As a bonus action, you can make the illusion move and act as the target could, but it can’t deal damage. The illusion can mimic the target’s speech with precision.

As an action, you can swap the positions of the illusion and the target, provided one is no more than 300 feet from the other. The target must make a Charisma saving throw. On a failed save, its swaps position with the double. The teleportation is instant and seamless, rendering it undetectable to onlookers.

Inflict Pain

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You telepathically stab the mind of a creature you can see, causing horrible agony. The target must succeed on a Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. The target repeats the saving throw at the end of each of its turns, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd level.

Psychic Rupture

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of fennel seeds)
  • Duration: Instantaneous

You cause the psychic energy of a creature that you can see within range with the psionic focused condition to burst. The creature must make a Wisdom saving throw. On a failed save, it takes 4d8 + 12 psychic damage and has disadvantage on its Constitution saving throw to maintain concentration on the power. On a successful save, the target only takes half of the damage.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d8 psychic damage for each slot level above 4th.

Spirit of the Wolf

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the fang of an aged wolf)
  • Duration: 1 minute

You assume the form of an ethereal wolf. Your movement speed is increase by 10 ft. and you gain resistance to blud- geoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. You gain the stats of a dire wolf and the following traits: Ethereal Form, Incorporeal Movement. You retain your hit points, Intelligence, Wisdom, and Charisma.

Ethereal Form. Using your action, you can enter the Ethereal Plane. 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 looks gray, and you can’t see 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, spell, or power 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 spells ends or you use your action to end this effect, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same space as a solid object or creature when this happens, you are immediately moved to the nearest unoccupied space that you can occupy.

Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Spirit Wrack

6th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (powdered silver worth at least 50 gp)
  • Duration: Concentration, up to 1 hour

You create a shroud around you that causes each spirit within 30 feet of you immense discomfort and makes it hostile toward you. Each such creature you choose that starts its turn within the shroud must make a Charisma saving throw. On a failed save, the creature is wracked by immense pain and is unable to take reactions, can't concentrate to maintain a spell or power, and has disadvantage on attack rolls and ability checks until the start of its next turn.

CHAPTER 2 | POWERS AND SPELLS

Temporal Binding

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You shroud your target in a pale light, slowing the passage of time. Make a ranged spell attack against a Huge or smaller creature or object. On a hit, it is placed in stasis for the duration of the spell.

Usurp Spiritfont

8th-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a silver tuning fork worth at least 250 gold, which is consumed by the spell)
  • Duration: Concentration, up to 1 hour

You exert your will over supernatural phenomena. One spiritfont within range must make an Intensity saving throw. On a failed save, you gain control of the spiritfont. On a successful save, the spiritfont becomes active, if not already, and hostile, attacking you.

When you gain control of a spiritfont, you know its type, Intensity, range, and what actions it can take. For the duration of the spell, you can take a lair action using one of the spiritfont’s actions on initiative count 20, losing any ties. You can also change the state of the spiritfont between dormant and active as a bonus action. If at any time you exit the spiritfont’s range, the spell ends. The spiritfont becomes hostile and attacks you once the spell ends.

You can’t target a spiritwell with this spell.

Warding Charm

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You place a protective ward upon one object that can be worn or held. When you cast this spell, choose one type of creature: aberration, celestial, elemental, fey, fiend, undead. Until the spell ends, as long as a creature wears or holds the object, it is protected from creatures of the chosen type.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Wrench

8th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (phylactery worth at least 500 gp)
  • Duration: Instantaneous

You attempt to rip a creature in possession of another creature or object from its host. The target must make a Charisma saving throw. On a failed save, the creature is forced out of the host, takes 8d12 psychic damage, and is stunned until the end of its next turn. It can’t possess a target for 1 minute. On a successful save, the target remains in possession of its host and for the next 24 hours, it is immune this spell when you cast it.

CHAPTER 2 | POWERS AND SPELLS

CHAPTER 3

Running the Game

This section provides rules and systems for the DM to aid in running psychic and spiritual themed campaigns. It includes rules for proficiencies, new conditions and traits, in addition to rules to run psychic phenomena such as hauntings, possession, and contacting spirits.

This chapter also introduces a new plane of existence, The Dreamscape, as well as the concept of the Collective Conscious of the multiverse.

While the rules in this book do reference the conditions and traits, the other sections are completely optional. Systems like the possession system build upon the rules for certain monsters in the Monster Manual to further flesh out exploring those facets of the spiritual.

Some elements in this chapter concern darker themes that may not be appropriate for all campaigns. The DM should only use material in a way that is both comfortable for the DM and the players. As always, the DM can modifier some or all of the rules to best fit the style of the campaign being run and for the players engaging in the game.

Proficiencies

In this section you will find additional rules for skill and tool proficiencies.

Intelligence Checks

An Intelligence check comes into play when process information and develop a plan of action. Certain skills have additional functions.

Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about psionics, psychic phenomena, and esoteric rituals.

History. Your Intelligence (History) check measures your ability to recall lore and apply principles about and psychology.

Religion. Your Intelligence (Religion) check measures your ability to recall lore about hauntings and spirituality.

Tool Descriptions

Fortune telling tools is a new tool included in this supplement.

Fortune Telling Tools

Often used by charlatans and entertainers, fortune telling tools are said to be able to divine the future. Whether true or not, these can prove an amusing diversion for all parties involved.

Components. Fortune telling tools include a dowsing rod, a small crystal ball, a pack of tarot cards, and various small bones, often from a bird.

Arcana, Religion. When you study a magical or psychic phenomenon pertaining to omens or destiny, you can use your fortune telling tools to make a reading to better understand it.

Performance. You can entertain other by reading omens and interpreting tarot cards or bones.

Survival. When attempting to locate a source of water, your ability to use a dowsing rod helps point you in the right direction.

Divine the Future. Once per day you can grant one creature a reading. Once within the next 24 hours, when the target makes an ability check or saving throw with disadvantage, it can chose to disregard that disadvantage.

Fortune Telling Tools
Activity DC
Interpret an omen 10
Gain insight into a client’s personality 15
Gain the trust of a client by having it fill in the blanks 15
CHAPTER 3 | RUNNING THE GAME

Psychic Conditions

Psionic powers and features can apply several new conditions. These conditions are detailed below.

Psionic Focused

  • A psionic focused creature is concentrating on a psionic power, spell with the psionic tag, or certain class features and feats, enabling it access to features that require the condition.
  • The condition ends when the creature ceases the effect that grants it

Psychic Strained

  • A psychic strained creature takes 2d6 damage at the start of each of its turns from stress while it maintains a power.
  • Whenever the creature manifests a new psionic power, it takes 1d6 + 1 per power point spent damage from stress, and must succeed on a Constitution saving throw against a DC equal to the damage taken or 10, whichever is higher, or the power fails and the power points are forfeit.
  • The creature can’t choose to maintain a new power, but can continue to maintain a power before becoming psychic strained.
  • Damage dealt by stress doesn’t require a creature to make a Constitution saving throw to maintain concentration.
  • The condition ends when the creature ends its turn without taking damage from stress.

Stasis

  • A creature or object held in sta