Monsters from the PSHB 4 (Playtest)

by Therin

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Monsters (3)

The monsters are presented in alphabetical order.

THIS IS PLAYTEST MATERIAL

The D&D material in this document is presented for playtesting purposes. The game mechanics are a draft, usable in your D&D campaign, but subject to design revision and editing. This material is unofficial, and neither sanctioned nor endorsed by the D&D Team, Wizards of the Coast, or Hasbro.

Feedback. The best way to provide feedback on this material is to complete the playtest feedback form on https://therincreative.com or to drop by r/TherinCreative on reddit. This material will be included in the Psychic and Spiritual Handbook.

Power Level. Material offered by Therin Creative is aimed to be on par with offcially published options. I respond to feedback and test results to hone the material until it is in such shape that any D&D campaign can use it just as it could official content, with the confidence that the material is balanced and worthy.

If you want more monsters and other psionic content, please consult the Psychic and Spiritual Handbook (available at: https://www.dmsguild.com/product/437790/Psychic-and-Spiritual-Handbook

Kelpie

Kelpies are malevolent fey that feed on the flesh of humanoids.  A kelpie appears as a black horse with black eyes. It can also assume the form of a humanoid, often appearing as a disheveled man in need of assistance or a woman who bids its target to come close. Once its target is within range, the kelpie will drop its act and savagely attack.

Water Lurker. Kelpies prefer to live near a body of water, particularly a lake or pond. As it can breathe both air and water, the kelpie will spend its resting time underwater and out of sight. It rises when it senses prey or to hunt.

Malevolent Trickster. A kelpie targets lone travelers or unsuspecting victims such as children. It can appear as a horse or as a human, using its various abilities to deceive and lure prey as close to the water as possible.

If a creature enters the water, the kelpie will attempt to drown the creature. When possible, it will tempt a victim to try to ride it, plunging itself and the rider deep into the water.


Kelpie

Large fey (shapechanger), neutral evil


  • Armor Class 15
  • Hit Points 114 (12d10 + 48)
  • Speed 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 13 (+1) 13 (+1) 14 (+2)

  • Saving Throws Str +10, Con +8, Cha +6
  • Skills Deception +6, Insight +5, Perception +5
  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Common, Sylvan
  • Challenge 8 (3,900)      Proficiency Bonus +4

Amphibious. The kelpie can breathe air and water.

Mimicry. The kelpie can mimic the voice of a humanoid. If it has heard a specific voice, it can attempt to mimic it by succeeding a Charisma (Deception) check against the Wisdom (Insight) of a creature which can hear it and recognize the voice.

Power Manifesting. The kelpie is an 8th-level manifester. Its manifesting ability is Charisma (power save DC 14, +6 to hit with power attacks). It has 48 power points to spend on the following powers: body control, chameleon, control light, decay, hydrokinesis, mind probe, muddle, telempathic projection.

Shapechanger. The kelpie can us its action to polymorph into a humanoid or horse. Aside from size and attacks, it retains its own statistics. It can assume its true form by taking a bonus action.

Trapped Steed. A living creature that mounts the kelpie must succeed on a DC 16 Charisma saving throw to dismount.

Actions

Multiattack. The kelpie makes two hoof and one bite attack.

Hoof. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Sybillic Guardian

Encircled by glowing glyphs, endowed with psionic powers, and wielding great blades fashioned or purity and will, the sybillic guardian stands at the forefront in the war against the lower planes.

Sworn Defender. A sybillic guardian is consummate in its conflict against evil powers. It willingly aids those who confront dark forces, and will engage fiends and other foes with endless courage.

Tactician. A sybillic guardian studies wars and combat tactics to best drive back the endless dark horde. It uses its powers to separate stronger foes so it can destroy the weaker minions or to bolster its allies to maximize combined efforts.

Immortal Nature. A sybillic guardian doesn’t require food, drink, or sleep.


Sybillic Guardian

Medium celestial (archon), lawful good


  • Armor Class 17 (half plate)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3) 20 (+5)

  • Saving Throws Dex +7, Wis +7
  • Skills Perception +11
  • Damage Resistances radiant; bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities lightning
  • Condition Immunities charmed, exhaustion, frightened, petrified
  • Senses darkvision 60 ft., passive Perception 21
  • Languages all, telepathy 60 ft.
  • Challenge 6 (2,300 XP)     Proficiency Bonus +4

Aura of Menace. Each foe that starts its turn within 20 feet of the sybillic guardian must succeed on a DC 17 Wisdom saving throw or have disadvantage on attack rolls against the sybillic guardian’s allies.

Divine Swifnesst. The sybillic guardian adds its Charisma bonus to initiative rolls.

Mystic Weapons. The sybillic guardian’s attacks are magical. It can concentrate on the mystic arms power while concentrating on a different power. When the sybillic guardian hits with a weapon while concentrating on a power, the weapon deals an extra 2d6 force damage (included in the attack).

Power Manifesting. The sybillic guardian is a 9th-level manifester. Its manifesting ability is Charisma (power save DC 17, +9 to hit with power attacks). It has 60 power points to spend on the following powers: control light, dislocation, ectoplasmic creation, ego whip, foresight, hypercognition, mystic arms, probability manipulation, psychic static.

Supernatural Resistance. The sybillic guardian has advantage on saving throws against spells, psionics, and other magical and psychic effects.

Actions

Multiattack. The sybillic guardian makes two mystic greatsword attacks.

Mystic Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) force damage.

Wintry Spirit

A wintry spirit is a creature of frost that haunts frozen lands and mountains. It is often female called a yuki-onna or snow woman, while the male version is called Jack Frost. The wintry spirit is a terrifying monster that freezes its victims and is said to summon blizzards. A wintry spirit appears as a very tall humanoid with ice-like skin and breath like frost, usually wearing white.

Cruel Spirit. An encounter with a wintry spirit is usually fatal, as the fey seems to take sick delight in killing mortals and causing destruction. It isn’t content to wait in its frozen domain and will enter homes using its psychic powers or by slipping inside while in vapor form.

Mercy Killer. If a wintry spirit discovers a traveler dying in the snows, it may show mercy and give the traveler a quick and painless end. Some stories say a wintry spirit may also take mercy on a creature which invokes it for aid if it is found worthy of the fey’s pity.



Wintry Spirit

Medium fey (shapechanger, spirit), chaotic evil


  • Armor Class 14
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 17 (+3) 16 (+3) 13 (+1) 20 (+5)

  • Saving Throws Dex +7, Con +6, Wis +4
  • Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Sylvan
  • Challenge 8 (3,900 XP)     Proficiency Bonus +3

Cold Energy Type. The wintry spirit’s energy type is cold. Its energy powers can deal cold damage instead of bludgeoning.

Innate Powers. After manifesting a psionic power, the wintry spirit can take a bonus action to regain half of the power points spent on that power (rounded up).

Power Manifesting. The wintry spirit is a 9th-level manifester. Its manifesting ability is Charisma (power save DC 16, +8 to hit with power attacks). It has 60 power points to spend on the following powers: accelerated healing, ego whip, energy blast, energy cloak, extrasensory perception, hydrokinesis, muddle, sap vitality, weather control.

Shapechanger. The wintry spirit can use its action to polymorph into a cloud of icy vapor or back into its true form. While in vapor form, the wintry spirit can’t take any other actions, speak, or manipulate objects. It is weightless, has a fly speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the vapor can do so without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to nonmagical damage.

Actions

Frost Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) cold damage.

Chilling Embrace. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the wintry spirit, incapacitated, or restrained. Hit: 28 (8d6) cold damage. The target’s hit point maximum is reduced by an amount equal to the cold damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.

Frozen Breath (recharge 5-6). Each creature within a 30-foot cone originating from the wintry spirit must make a DC 16 Constitution saving throw. On a failed save, the target takes 39 (6d12) cold damage and is restrained by ice for 1 minute. The ice can be attacked and has AC 10, 25 hit points, vulnerability to fire and thunder damage, and immunity to cold, necrotic, poison, and psychic damage. On a successful save, the target only takes half of the damage.

Powers

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.

 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.

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.

Power Descriptions

The psionic powers are presented in alphabetical order.

For more powers and the entire channeler power list, consult the Psychic and Spiritual Handbook.

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.

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.

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.

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.

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.

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).

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.

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.

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 increase by 1d6 when you reach 5th level (2d6).

1. The damage from the power's ranged and melee attacks increase 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.

8. The poison spreads to nearby creatures. Once during your turn when you hit a creature with the power or a melee weapon attack, you can make one attack with the power against a different creature within 5 feet of the target.

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.

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). 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. In addition, you can move the mass up to 10 feet as a bonus action.

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.

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.

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.

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), 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.

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.

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.

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.

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.

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 the power.

1. When you take damage from a trap or triggered effect, including from reactions by creatures, you can gain resistance to that damage until the end of the turn.

2. You can trigger the effect of the power one additional time within the 8-hour period. You can take this augmentation multiple times.

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.

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.


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.

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.

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.

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.

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.

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.

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.

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 an 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.

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.

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.

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.

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.

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.

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).

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.

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.

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.

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 stasis is frozen in time and place and can’t move or be moved or speak.
  • The creature can’t take actions or reactions that require any kind of movement.
  • The creature automatically fails Strength and Dexterity saving throws.
  • If the creature is in the air when affected by stasis, it remains suspended in place for the duration of the condition.
  • The creature can still observe its surroundings, think and engage in purely mental actions, such as manifesting certain psionic powers.
  • The creature can’t be moved in any way short of teleportation, nor can it be transformed; such attempts automatically fail.
  • Attacks made against the creature automatically fail unless they explicitly target the creature’s mind or soul.
  • The creature ceases aging, and it requires no sustenance or air.

Unsettled

  • An unsettled creature has disadvantage on ability checks.
  • The creature has disadvantage on saving throws against the frightened condition and illusory and phantom effects.
Condition Immunity

Certain existing creatures should have immunity to some of these new conditions.
 Aberrations, constructs, and undead are generally immune to the unsettled condition, as would a creature that is immune to both horror and disgust.
 If a creature is unaffected by time stop, it is reasonable that it can't be affected by stasis. A creature that operates outside the bounds of time would likely have immunity to the stasis condition.
 In general, nothing should have immunity to psionic focus or psychic strain.


Condition Changes

The grappled condition receive an additional rule.

Grappled

  • The condition ends when a grappler is pushed by a psychokinetic effect.

Psychic Traits

Psychic abilities and creatures can possess certain traits. These are described below.

Aurasight

You are able to see psychic energy as a soft glow. You can detect a spiritfont and know what type it is and what emotion it is if it’s a psychic impression. You can see if a creature has the psionic focus condition.

You can perceive an aura in normal and magical darkness. You can perceive each spirit within your field of vision through its aura, negating the benefits of the invisible condition.


© Therin Creative; last revision: 29 Jan. 2023

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