Metakinesis Minor Disciplines
| Power Level |
Actively Channeled Discipline Passives |
| Always Passive |
When you cast spells from your Enigma Class, or use your Psionic Pulse, you add your Proficiency bonus to all damage rolls. You gain Advantage on Ability Checks made to escape a grapples. You also have Advantage on Strength Saving Throws. |
| 1 |
When you cast Mage Hand, the Range is extended by 5ft times your Proficiency Bonus, and the hand can be made invisible. The Mage Hand spell's duration last until it is dispelled, and will appear next to you if is is moved or becomes out of range of you. |
| 2 |
Spells you cast may originate from an active Mage Hand spell. In addition, you may transform any spells or effect you make that deal Force or Psychic damage into Fire, Cold, Lightning, Acid or Poison damage. |
| 3 |
You may effect one Size category larger with spells and effects that limit creature size. If you force target creature to move or attempt to grapple or restrain target creature with a spell, and you have a Mage Hand active within 5ft of the target creature, you may impose Disadvantage on the Saving Throw and Ability checks needed to escape. |
| 4 |
Any Enigma spell or effect the Enigma creates that moves a target may move them an additional 5 ft per PB bonus in the same direction as the listed spell or effect. Moving a Creature into a Solid surface with an Enigma Spell or effect deals additional damage equal to half your Enigma level. |
| 5 |
All spells that deal Acid, Cold, Fire, Lightning, or Poison have lingering damage effects. A creature you have dealt one of these damage types to must use an action to remove the Lingering damage, or take additional damage at the end of their turn equal to your Enigma level. |