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## Psionics A power is a specific psionic effect created by energy drawn out of the manifester’s body. A power is an incredible tool that can solve problems, harm enemies, or protect and aid you and your allies, but it can also drain your life energy. The stronger the power, the more energy it can take from you. Every power has an order from 1 to 6. The higher a power’s order, the more difficult it is to learn and use. > ##### New Action: Manifest a Power > Psions and other creatures manifest psionic powers and can use them to great effect in combat. To that end, this supplement introduces a new action option for creatures with access to psionic powers: Manifest a Power. > > Each power has a manifestation time, which specifies whether the manifester must use an action, a reaction, minutes, or even hours to manifest the power. Manifesting a power is therefore not necessarily an action, but most powers have a manifestation time of 1 action. > >Any effect that ends as the result of casting a spell, such as the invisibility or sanctuary spells, also ends if you manifest a power in the same way. If you wear armor you lack proficiency with, you can’t manifest powers because the armor’s bulk is a mental distraction. > > Psionics are powers of the mind. As such, any effect that affects a creature’s mind to prevent that creature from taking the Cast a Spell action also prevents them from taking the Manifest a Power action. This includes effects such as the barbarian’s Rage feature and the feeblemind spell. The GM has the final say in which specific effects prevent a Psion from manifesting a power. ### Power Order Each power has an order from 1 to 6. A power of 1st order might let you hurl little objects through the air or produce small jets of flame out of nothing, while 6th-order powers allow you to bring down buildings or create a fiery vortex! > ##### 1st-Order Powers >Powers of the 1st order are simple, and most creatures that can manifest them do so at will. They are similar to cantrips in many ways, and do not require a manifestation test or impose strain like higher-order powers. ### Increased Order A power might let you increase its order to increase its effectiveness, allowing you to target more creatures, do more damage, extend the power’s duration, and more. You choose to make this increase before you manifest the power, and can increase any power to a maximum of 6th order when you do so. Whenever the rules make reference to a power’s order, that always means the order the power is manifested at, including any order increase, rather than the power’s baseline order with no increases. Some powers have multiple options for increasing their order. You can use more than one increased order option for a power at the same time, to a total maximum of 6th order. ### Concentration Like spells, many powers require you to maintain concentration to keep their effects active. Unlike with spells, though, you can simultaneously maintain concentration on a number of powers equal to your proficiency bonus. However, you can’t concentrate on a power and a spell or other effect at the same time. If you take damage while maintaining concentration on multiple powers, you make one Con save to maintain concentration. On a failure, all the powers you are concentrating on end, but a psion can take strain to keep these powers active (see “Strain to Maintain” in “The Psion”). ### Ready a Power To use the Ready action with a power, the power must have a manifestation time of 1 action. When the trigger for the readied power occurs, you use your reaction to manifest it and make a manifestation test for the power (see the “Class Features” section below). If you take damage while you are readying a power, you must succeed on a Con save as if you were concentrating on the power, or it fails (see “Concentration”). ### Writhing Rune Unlike spells, powers do not have traditional VSM components, instead when you attempt to manifest a power a writhing rune appears near you. The appearance of your writhing runes is up to you but generally they are shifting symbols, when they appear they either appear in the air near you or somewhere visible on your body. ### Power Specialty Every power falls under one of the following categories, known as specialties: **Chronopathy** powers allow you to view future and past events, and to manipulate time to aid allies and hinder foes. **Metamorphosis** powers allow you to strengthen and manipulate your body and the bodies of others, allowing for the performance of preternatural exploits. **Pyrokinesis** powers allow you to create and manipulate fire by interacting with the potential energy found in all things. **Resopathy** powers allow you to manipulate matter and space to create, alter, or displace your environment and the creatures and objects in it. **Telekinesis** powers allow you to physically manipulate creatures and objects. **Telepathy** powers allow you to communicate with, read, and influence the minds of other creatures. \pagebreakNum # The Psion A human in leather armor lifts their hands in the air as if conducting an orchestra. As a blood vessel bursts in their eyes and their nose begins to bleed, the human ignores the pain to cause three orbs of swirling energy to appear in orbit around them. With the orbs forming a protective barrier, the human strides toward a charging wolf pack, their jaw set in grim determination. Two monarchs sit at a table and negotiate a treaty while a robed elf stands watch over the proceedings. The elf puts one finger to their temple, quieting their mind and reading the leaders’ thoughts in turn to weed out any lies before the monarchs’ signatures are inked. Roaring in anger, a red dragonborn raises a gloved fist at an oncoming owlbear. With a sudden rush of heat, a column of flame erupts from the ground to char flesh, feathers, and fur, causing the owlbear to flee. The dragonborn then collapses on the ground, fighting to breathe against the strain wrought by the power that saved their life. The psion is a master of psionics—a source of incredible power created through sheer force of will. A psion can move and change matter, time, gravity, the laws of physics, or another creature’s mind. In rare occurrences, a creature is born with the potential to harness psionic power. But only those who experience an awakening, an event that activates a psion’s abilities, can tap into the mind’s full strength. ### Mind Powers Through exerting their will, psions can send telepathic messages across the land, control fire, shoot forth beams of psychic energy, and more. While psionics and magic share similarities and can sometimes achieve the same results, they have different sources of power. Spellcasters draw magic from the energies of the world around them. Psionic heroes manifest their powers from inside themselves, with a psion’s abilities derived from a heightened force of will and mental fortitude. This strength allows a psion to harness their personal energy and project it into the world, letting them manipulate the environment, objects, and other creatures. Though mages have a limited reserve of spell slots they can use each day, the psion is limited only by their own energy. Powerful psionic heroes can have multiple active powers at once and change reality at will. But this limitless potential is built on a gamble. Every manifestation has a chance of harming the psion—and psions who use too many powers too quickly can die from the exertion.
| Level | Proficiency Bonus | Features | Manifestation Die | 1st-Order Powers | Strain Maximum |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Psionic Powers, Strain to Maintain| d4 | 4 | 5 | 2nd | +2 | Psionic Specialization| d4 | 4 | 6 | 3rd | +2 | Psionic Exertion | d4 | 4 | 7 | 4th | +2 | Ability Score Improvement | d4 | 5 | 8 | 5th | +3 | 3rd-Order powers | d6 | 5 |9 | 6th | +3 | Psionic Specialization feature | d6 | 5 | 10 | 7th | +3 | Psychic Boost, Psionic Exertion improvement | d6 | 5 |11 | 8th | +3 | Ability Score Improvement | d6 | 5 | 12 | 9th | +4 | 4th-Order powers| d6 | 5 |13 | 10th | +4 | Psionic Specialization feature | d6 | 6 | 14 | 11th | +4 | Psionic Bastion, Psionic Exertion improvement | d6 | 6 | 15 | 12th | +4 | Ability Score Improvement, Psychic Boost (two uses) | d6 | 6 |16- | 13th | +5 | 5th-Order powers | d8 | 6 | 17 | 14th | +5 | Psionic Specialization feature | d8 | 6 | 18 | 15th | +5 | Psionic Exertion improvement | d8 | 6 | 19 | 16th | +5 | Ability Score Improvement | d8 | 6 | 20 | 17th | +6 | 6th-Order powers, Psychic Boost (three uses) | d8 | 6 | 21 | 18th | +6 | Shielded Mind | d8 | 6 | 22 | 19th | +6 | Ability Score Improvement | d8 | 6 |23 | 20th | +6 | Ignore Strain | d8 | 6 |24
\pagebreakNum ## Class Features As a psion, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per psion level - **Hit Points at 1st Level:** 6 + your Con Mod - **Hit Points at Higher Levels:** 1d6 (or 4) + your Con mod per psion level after 1st #### Proficiencies ___ - **Armor:** light - **Weapons:** Clubs, daggers, light crossbows, quarterstaffs, slings, spears - **Tools:** None - **saves:** Con, Int - **Skills:** Choose two skills (none if you are Int-based) #### Equipment You start with the following equipment: * a spear; or a light crossbow and 20 bolts * a scholar’s pack or an explorer’s pack * leather armor and two daggers Alternatively, you can forgo this starting equipment, as well as any equipment granted by your background, and instead start with 3d4 × 10 gp to spend on your starting equipment. ### Psionic Powers *1st* With your psionic potential awakened, you can manifest powers through sheer force of will. See “Psionics” (above) for the general rules of manifesting powers, and “Powers” (below) for the list of powers you can choose from. #### Manifestation Ability Int, Wis or Cha is your manifestation ability for your psion powers (chosen at character creation), letting the sheer might of your mind manipulate the world around you. You use this score whenever a power refers to your manifestation ability. In addition, you use your Manifestation Mod when setting the save DC for a psion power you manifest and when making an attack roll with a psion power.
**Power Save DC** =
8 + your proficiency bonus +
your Manifestation Mod
**Power attack Mod** =
your proficiency bonus +
your Manifestation Mod
#### Manifestation Die You have a manifestation die that you use when making manifestation tests (see below). At 1st level, your manifestation die is a d4. The die changes as you gain psion levels, as shown in the Manifestation Die column of the psion table. #### Manifestation Score Every power of 2nd order or higher has a manifestation score equal to its order. A power’s manifestation score increases by 1 for every other power you are concentrating on when you manifest it. For example, if you attempt to manifest the 2nd-order *again* power while concentrating on *apparition* and *caress of fire*, the manifestation score of again is 4. #### Manifestation Tests Whenever you manifest a power of 2nd order or higher, you must make a manifestation test at the end of the power’s manifestation time. To make a manifestation test, roll your manifestation die and note the result: * If the roll is higher than the power’s manifestation score, you manifest the power. * If the roll is equal to the power’s manifestation score, you manifest the power, then gain 1 strain. * If the roll is lower than the power’s manifestation score, you manifest the power, then gain strain equal to the power’s order. If the amount of strain you gain from manifesting a power would cause you to exceed your strain maximum (see “Strain” below), you can choose to either manifest the power then immediately die; or to not manifest the power, gain no strain, and drop to 0 hit points. #### Strain Manifesting psionic powers can put stress on a manifester’s body, mind, and existence. The strain mechanic represents this stress for your psion character. **Strain Maximum.** At 1st level, your strain maximum is 5. If your strain ever exceeds your strain maximum, you die. If you are returned to life after dying as a result of gaining strain, you return to life with strain equal to your strain maximum. Your strain maximum increases as you gain psion levels, as shown in the Strain Maximum column of the psion table. **Gaining Strain.** Strain can manifest in three different ways for a psion: * When you gain body strain, your physical prowess is depleted. * When you gain mind strain, your mental fortitude weakens. * When you gain existence strain, your connection to self and reality weakens. Whenever you gain strain, you choose which type of strain it is and how much strain is applied as that type. For example, if you gain 3 strain while manifesting a 3rd-order power, you can choose to gain all 3 strain as body, mind, or existence strain; you can gain 2 strain in body and 1 in mind; you can gain 1 strain each in body, mind, and existence; and so forth. **Strain Effects.** As you gain strain, you gain detrimental strain effects as shown on the Psion Strain table. These effects are cumulative. For instance, if you have 3 body strain, you have disadvantage on Str and Dex checks and your speed is halved. \pagebreakNum ##### Psion Strain | Strain | Body Strain Effects | Mind Strain Effects | Existence Strain Effects | |---|---|---|---| | 1 | Disadvantage on Str and Dex checks | Can’t take the Dash, Disengage, or Dodge actions | Disadvantage on Wis and Cha checks | | 2 | No effect | No effect | No effect | | 3 | Speed halved | Lose proficiency in all skills | Disadvantage on death saves | | 4 | No effect | No effect | No effect | | 5 | Disadvantage on Str and Dex saves | −5 penalty to AC | Disadvantage on Wis and Cha saves | | 6 | No effect | No effect | No effect | | 7 | Hit point maximum halved | Lose proficiency in all saves | When a supernatural effect causes you to regain hit points, you regain only half the amount you normally would | | 8 | No effect | No effect | No effect | **Optional Cosmetic Effects.** Whenever you gain strain, you can also roll for or choose a cosmetic effect on the Optional Strain Effects table These cosmetic effects don’t impact game mechanics, but they can help you roleplay how taking on more strain feels to your character You can easily create your own optional strain effects to be used in addition to or instead of the effects on the table ##### Optional Strain Effects | d8 | Effect | |:---:|:-----------:| | 1 | Your nose bleeds | | 2 | Your eyes become starry voids | | 3 | You have a persistent headache| | 4 | Your skin takes on a oily sheen | | 5 | Your hair starts moving on its own| | 6 | Growths appear on your body| **Reducing Strain.** When you finish a short rest, you can spend Hit Dice to remove strain instead of using them to regain hit points For each Hit Die spent this way, you lose 1 strain from body, mind, or soul (your choice) When you finish a long rest, your strain is reduced to 0. #### 1st-Order Powers At 1st level, you know four 1st-order powers. You learn additional 1st-order powers of your choice at higher levels, as shown in the 1st-order Powers column of the Psion table. Manifesting 1st-order powers doesn’t require a manifestation test. #### Powers Known At 1st level, you know two 2nd-order powers, which are the highest-order powers you can manifest. When you reach certain levels of this class, you can manifest powers of higher orders: 3rd-order powers at 5th level, 4th-order powers at 9th level, 5th-order powers at 13th level, and 6th-order powers at 17th level. #### Learning New Powers At 1st level, you can learn only 2nd-order powers, and can manifest 1st-order and 2nd-order powers. But as you increase in level, there is no limit to the number of powers of 2nd order or higher that you can learn. Whenever you are able to manifest powers of a particular order, you can learn powers of that order. Each time you gain a level in this class, you can learn one new power of any order between 2nd and the highest order of power you can manifest. Additionally, when you gain a level in this class, you can choose one of the powers you already know and replace it with another power of the same order or lower (minimum 2nd order). **Learning from Others.** Whenever another creature you can see within 30 feet of you manifests a psionic power of 2nd order or higher, and that power is one you can learn and don’t already know, you can use a reaction to roll your manifestation die. If you roll higher than the power’s baseline order (ignoring any order increase when the power is manifested), you begin to learn the power. If you roll lower than the power’s baseline order, you fail to learn the power and can’t attempt to do so again until you finish a long rest. The Learning New Powers table shows how long it takes to learn a new power you have successfully observed. You must spend 1 hour doing nothing but practicing the power each day of the learning period, and you can’t attempt to learn any other new powers during this time. This 1-hour period of practice can be undertaken as a short rest. If you fail to spend 1 hour each day of the learning period studying the power, or if you begin to learn a different power before the learning period is over, you must successfully observe the power once more before trying to learn it this way again. ##### Learning New Powers
| Order | Learning Period | |:---:|:-----------:| | 2nd | 1 day | | 3rd | 4 days | | 4th | 8 days | | Order | Learning Period | |:---:|:-----------:| | 5th | 12 days | | 6th |16 days |
### Strain to Maintain *1st* Whenever you fail a Con save to maintain concentration on one or more powers you gain from this class, you can gain strain to keep all the powers you are concentrating on active. This strain is equal to the sum of the order of those powers. \pagebreakNum ### Psionic Specialization *2nd* You choose a psionic specialization based on your area of pfocus. Each specialization—Chronopath, Metamorph, Pyrokinetic, Resopath, Telekinetic, or Telepath—grants you unique features that reflect your training. Alternatively, you can choose the Universalist specialization. Your choice of specialization grants you features when you choose it at 2nd level and again at 6th, 10th, and 14th level. ### Psionic Exertion *3rd* You can expend your energy to give your powers an extra effect. You gain one of the following Psionic Exertion options of your choice. You gain additional options at 7th, 11th, and 15th level. You can use only one Psionic Exertion option on a power when you manifest it. #### Captivating Power When a creature fails a save against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your psion level (or if its level is equal to or lower than your psion level, for creatures that don’t have a challenge rating), you gain 3 strain and the target is captivated by you for 1 minute. If the creature has a challenge rating or level higher than your psion level, you gain no strain and the target is unaffected. Whenever a creature frightened in this way takes damage, they make a Wis save against your psion power save DC, ending the condition on themself on a success. #### Destructive Power When you roll damage for a power, you can gain strain equal to half the power’s order (minimum 1 strain) to make half the damage dice you rolled deal the die’s maximum value instead of the number rolled. #### Dynamic Power When a Medium or smaller creature is hit by an attack roll for a power you manifest or fails a save against a power you manifest, you can gain 2 strain to move the target up to 15 feet in any direction or knock them prone. You can gain 3 strain to affect a Large creature with this Psionic Exertion option, or 4 strain to affect a Huge creature. #### Expanded Power After you make a manifestation test to manifest a power that creates an area of effect, you can gain strain equal to the power’s order to double all dimensions of the area of effect. #### Fascinating Power When a creature fails a save against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your psion level (or if its level is equal to or lower than your psion level, for creatures that don’t have a challenge rating), you gain 2 strain and the target is charmed by you for 1 minute or until you or your companions do anything harmful to it. If the creature has a challenge rating or level higher than your psion level, you gain no strain and the target is unaffected. A creature charmed in this way is friendly to you. When the condition ends for the target, they know they were charmed by you. #### Halting Power When a Medium or smaller creature fails a save against a power you manifest, you can gain 2 strain to make the target restrained until the start of your next turn. You can gain 4 strain to affect a Large creature with this Psionic Exertion option. #### Hidden Power When you attempt to manifest a power, you can gain 1 exertion to hide your writhing rune. #### Magnified Power After you make a manifestation test to manifest a power that has a duration of 1 minute or longer, you can gain 1 strain to double its duration, to a maximum of 24 hours. Alternatively, after you make a manifestation test to manifest a power that has a range of 5 feet or greater, you can gain 1 strain to double the range of the power. After you make a manifestation test to manifest a power that has a range of touch, you can gain 1 strain to make the range of the power 30 feet. #### Overwhelming Power When a creature succeeds on a save against a power you manifest, you can gain strain equal to the power’s order to force the creature to reroll the save with a penalty equal to your proficiency bonus. The creature must use the new roll. #### Shared Power After you make a manifestation test to manifest a power that can target only one creature and doesn’t create an area of effect, you can gain strain equal to the power’s order to target a second creature in range with the same power. #### Terrifying Power When a creature fails a save against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your psion level (or if its level is equal to or lower than your psion level, for creatures that don’t have a challenge rating), you gain 3 strain and the target is frightened of you for 1 minute. If the creature has a challenge rating or level higher than your psion level, you gain no strain and the target is unaffected. Whenever a creature frightened in this way takes damage, they make a Wis save against your psion power save DC, ending the condition on themself on a success. ### Ability Score Improvement *4th* 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. You can forgo taking this feature to take a feat of your choice instead. \pagebreakNum ### Psychic Boost *7th* You learn to focus your mind and draw forth reserved mental strength to replenish your body and brain. You can use a bonus action to remove strain equal to your proficiency bonus. Once you use this feature, you can’t use it again until you finish a long rest. You can use this feature twice between long rests starting at 12th level, and three times between long rests starting at 17th level. ### Psionic Bastion *11th* You gain mastery over your mind and emotions. You can’t be charmed or frightened, and magic or psionics can’t put you to sleep. Additionally, you have resistance to psychic damage. ### Shielded Mind *18th* Your mind instinctively shields you from danger. You have advantage on Int, Wis, and Cha saves, and you are immune to powers, spells, and other supernatural effects that allow other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Additionally, creatures can telepathically communicate with you only if you allow it. ### Ignore Strain *20th* You use powers so frequently that your body has adapted to the strain put on them. Whenever you finish a long rest, choose body strain, mind strain, or existence strain. You ignore the effects of the chosen type of strain until you finish a long rest. ## Psionic Specializations Every psion chooses a psionic specialization based on their focus -- embracing the discipline of the Chronopath, the Metamorph, the Pyrokinetic, the Resopath, the Telekinetic, or the Telepath—or takes up the Univeralist specialization. A psion is strongest while manipulating the powers defined by their chosen specialization, though not at the expense of weakening their prowess with other powers. ### Chronopath Your awakened mind manipulates the flow of time, making it simply another dimension that all things move through. Unlike you, most creatures go in one direction through time, but you can look and wander back and forth, slow it down, speed it up, or make it stand still. #### Chronopathy Adept *2nd* When you roll a manifestation die to learn a new chronopathy power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a chronopathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Manifestation Mod (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test. #### Rapid Manifestation *2nd* You cause time around you to shift, speeding up the amount of time it takes to manifest a power. When you manifest a power, you can use this feature to shorten its manifestation time in any of the following ways: * You manifest a power that normally requires a bonus action or a reaction (no action required). You can’t cast a spell or manifest another power during the same turn, except for a cantrip with a casting time of 1 action or a 1st-order power with a manifestation time of 1 action. * You use a bonus action to manifest a power that normally requires an action. • You use an action to manifest a power that normally requires 1 minute. * If a power has a manifestation time greater than 1 minute, you can manifest it in half its normal time. You can use this feature a number of times equal to your Manifestation Mod (minimum once), regaining all uses when you finish a long rest. #### Decay *6th* You rapidly advance the age of objects with your mind, causing them to turn to dust. You can use an action to gain 1 strain while touching a mundane object not carried or worn by another creature. If the object is Medium or smaller, it disintegrates into a pile of dust. If the object is Large or bigger, you disintegrate a 5-footcubic portion of the object. Additionally, while touching a Construct, you can use an action to gain strain up to your proficiency bonus. The Construct must make a Wis save against your psion power save DC, taking 2d10 necrotic damage for each strain you gain on a failed save, or half as much damage on a successful one. #### Fickle Readiness *10th* At the beginning of a fight, you bend time to your advantage. If you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn. You can also gain 1 strain to allow a surprised creature within 90 feet of you that you can see to act normally on their first turn. Additionally, whenever you roll initiative, you can switch the initiative count of two creatures you can see within 90 feet of you that rolled initiative at the same time as you. #### Time Pocket *14th* You temporarily remove a creature from space and time with your mind. As an action, you gain 3 strain and focus your mind on bending time around a creature you can see within 120 feet of you, which must make a Cha save against your psion power save DC. On a failed save, the creature takes 6d10 psychic damage and disappears, reappearing at the end of your turn 1d4 + 1 rounds later. The creature reappears in the space it previously occupied, or the nearest unoccupied space. On a success, the creature takes half as much damage and their speed is halved until the end of their next turn. ### Metamorph Your brain allows you to alter a creature’s body chemistry, letting you close wounds, grant superpowers, and even bring back the dead with a mere touch of the mind. \pagebreakNum #### Metamorphosis Adept *2nd* When you roll a manifestation die to learn a new metamorphosis power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a metamorphosis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Manifestation Mod (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test. #### Psionic Toughness*2nd* Your touch enhances a creature’s toughness. As an action, you touch one creature (which can be yourself) and confer the following benefits to them for 1 hour: * The creature’s hit point maximum and current hit points increase by a number equal to your Manifestation Mod + half your psion level (minimum 1). * The creature has advantage on death saves. You can use this feature a number of times equal to your Manifestation Mod (minimum once), regaining all uses when you finish a long rest. #### Mind Surgeon *6th* By force of will alone, you close a creature’s wounds or cure what ails them. As an action, you touch one creature (which can be yourself) and gain strain up to your proficiency bonus. For each strain you gain this way, the target regains 1d10 hit points, or you cure the target of one disease or neutralize one poison affecting them. #### Modified Senses *6th* The psionic power flowing through your body heightens your senses. You add a bonus equal to your Int Mod to Wis (Perception) checks and to your passive Wis (Perception) score. #### Death Foiled *10th* By expending psionic energy, you return a dead creature to life. After spending 1 hour concentrating on and touching the remains of a creature that died within the last 8 hours, you gain 8 strain, and the creature returns to life with 1 hit point. Any poisons or diseases that affected the creature when they died are neutralized or cured when they return to life. This power closes all mortal wounds and restores any missing body parts. Additionally, if you die and can gain 8 strain without surpassing your strain maximum, you gain 8 strain and your remains reform 1 hour after your death. When your remains reform, you return to life as above. You can use this feature to return a creature to life (including yourself) once, regaining the ability to do so when you finish a long rest. #### Psionic Evolution *14th* Any creature that benefits from your Psionic Toughness feature gains the following additional benefits for 1 hour: * The creature is immune to disease, resistant to poison damage, and advantage on saves made to gain or end the poisoned condition. * The creature’s speed increases by 10 feet. * Once on each of the creature’s turns when they deal damage to a target with an attack, power, or spell, they can deal extra psychic damage to the target equal to your Manifestation Mod (minimum 1 damage). ### Pyrokinetic By interacting with the explosive energy found in all things, you can create and manipulate fire with your mind. To you, the flames you wield might be a beautiful work of art, a representation of your burning passion or rage, or simply a tool you use to do your job. #### Inner Flame *2nd* As an action, you psionically create a ball of flame that appears on your body. The flame harms neither you nor your equipment, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can create only one flame at a time this way. As part of the action used to create the flame, or as an action if you created the flame previously, you can make a melee or ranged power attack with it. If you make a ranged attack, you can hurl the flame at a target up to 60 feet away from you. On a hit, the target takes fire damage equal to 1d6 + your Manifestation Mod (minimum +1). Any flammable object hit by the flame ignites if it isn’t being worn or carried. The flame lasts until you make an attack with it or dismiss it (no action required). If you become incapacitated, the flame disappears. As you reach higher levels in this class, this feature allows you to create more than one flame. When you attack while holding multiple flames, you do so with all of them at once, making separate attack rolls for each flame and directing them at one target or several. You can create two flames at 5th level, three flames at 11th level, and four flames at 17th level. #### Pyrokinesis Adept *2nd* When you roll a manifestation die to learn a new pyrokinesis power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a pyrokinesis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Manifestation Mod (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test. #### Bend Flame *6th* A mastery of pyrokinesis allows you to change flame into raw energy and bend it to your will. Whenever you manifest a pyrokinesis power, you can pick one of the following options: * You can change any fire damage dealt by the power to force damage. * Choose a number of creatures affected by the power equal to the power’s order. The chosen creatures automatically succeed on their saves against the power, and they take no damage if they would normally take half damage on a successful save. \pagebreakNum #### Heat Seeking *10th* Your psionic fires can seek and destroy your targets. Ranged attacks you make with the flames created by your Inner Flame feature have a range of 120 feet. All attacks you make with your Inner Flame feature ignore half cover and three-quarters cover. Additionally, the fire damage dealt by attacks made with your Inner Flame feature improves to 1d8 + your Manifestation Mod (minimum +1). #### Immolate *14th* Channeling your pyrokinesis powers lets you set your enemies ablaze. Once per turn when you deal fire damage to a creature with a pyrokinesis power or your Inner Flame feature, you can make the target catch fire for 1 minute. While on fire, a target takes fire damage equal to twice your proficiency bonus at the start of each of their turns. At the end of each of their turns, a target can make a Dex save against your psion power save DC, extinguishing the fire on themself on a success. ### Resopath Through sheer force of will, you create and reshape objects and creatures, literally making your dreams and your enemies’ nightmares come true. #### Manipulate Terrain *2nd* You can shape the terrain around you, making it disadvantageous for your enemies by creating grasping hands, sentient vines, or other hindrances. As a bonus action, choose a point on the ground you can see within 60 feet of you. A 20-foot-square area centered on that point becomes difficult terrain for creatures of your choice. The effect remains in the area for 1 minute, or until you use this feature again. Once the area is established, you can use a bonus action each round to move the area up to 20 feet, or to move one willing creature you can see within the area to any unoccupied space within the area. You can use this feature a number of times equal to your Manifestation Mod (minimum once), regaining all uses when you finish a long rest. #### Resopathy Adept *2nd* When you roll a manifestation die to learn a new resopathy power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a resopathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Manifestation Mod (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test. #### Manifest Ally *6th* The power of your mind creates one or more living creatures that come to your aid. As a bonus action, you gain strain to create a creature as if you cast the *summon beast* spell see the Manifest Ally table to determine what you can summon. The strain you gain equals the spells level. The summoned beast's land form gains 10 hp per spell level instead of 5. ##### Manifest Ally | Psion Level | MaxmimumSpell Level| |:---:|:-----------:| | 6 | 2nd| | 9 | 3th | | 12 | 4th | | 15 | 5th | | 18 | 6th | The creature appears in an unoccupied space of your choice within 30 feet of you that you can see, and acts after you on your initiative count. The creature can understand any languages you speak and follows your commands to the best of their ability. If you don’t issue any commands to the creature, they defend themself from hostile creatures but otherwise take no actions. Your manifested ally disappears if they are reduced to 0 hit points, if you die, if you use this feature again to create another ally, or after 10 minutes. #### Imagination Creation *10th* You make objects you need appear from nowhere. As an action, you create any Large or smaller mundane object, which appears in an unoccupied space within 5 feet of you, with you touching the object. You can use this feature to create a copy of any object you have touched, such as a key or a statue of a specific dragon. This feature can’t be used to make functional spell components. The object you create disappears if you stop touching it for 5 minutes or until you use this feature again. You can use this feature a number of times equal to your Manifestation Mod (minimum once), regaining all uses when you finish a long rest. #### Nightmare Terrain *14th* Terrain you shape with your mind is capable of harming your enemies. At the start of each of your turns while your Manipulate Terrain feature is active, you can select up to three creatures you can see in the area affected by that feature and shape the ground around them into attacking weapons (no action required). Each creature must succeed on a Dex save against your psion power save DC or take bludgeoning, piercing, or slashing damage (your choice) equal to your psion level. ### Telekinetic Your psionic powers allow you to physically manipulate other objects and creatures. All the world is a puppet show and you are the puppet master, pulling invisible strings that can send stones, people, and even buildings flying. #### Invisible Armor *2nd* By altering the arc of incoming attacks, you ward yourself or your allies against those attacks. When you or a creature you can see within 30 feet of you is hit by an attack, you can use a reaction to give the target of the attack a bonus to AC. This bonus is equal to your Manifestation Mod (minimum 1), is effective against the triggering attack, and lasts until the end of the turn. You can use this feature a number of times equal to your Manifestation Mod (minimum once), regaining all uses when you finish a long rest. \pagebreakNum #### Telekinesis Adept *2nd* When you roll a manifestation die to learn a new telekinesis power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a telekinesis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Manifestation Mod (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test. #### Strong Mind *6th* Whenever you manifest a power that allows you to move one or more creatures or objects, you can increase the distance the power allows you to move the targets by 10 feet. Additionally, when you make a Str or Dex save, you can gain 1 strain to make an Int save instead. #### Reflective Armor *10th* Enemies feel your power when their attacks are reflected back at them. When you use a reaction to activate Invisible Armor and the triggering attack misses, you can make a power attack roll against the creature that triggered the reaction. If your attack hits, the target is hit by the triggering attack and takes extra damage equal to your Manifestation Mod (minimum 1). #### Mind Wings *14th* The might of your mind allows you to move yourself and your allies with ease. You gain a flying speed of 60 feet. In addition, as a bonus action, you can move a willing creature you can see within 60 feet of you up to 15 feet in any direction, including up. A creature moved up begins to fall as soon as that movement ends. ### Telepath Your psionic powers read and manipulate the minds of others. With only a thought, you can communicate with people silently over great distances, uncover hidden secrets, and turn enemies into friends. #### Greater Telepathy *2nd* You gain the ability to telepathically communicate at will. You can speak telepathically to any creature within 30 feet of you, which understands you whether or not the two of you share a common language. You can communicate even with creatures that have a low Intelligence or that understand no languages, and can speak telepathically in this way to one creature at a time. Additionally, as an action, you can forge a telepathic link with other willing creatures of your choice within 30 feet of you, up to a total number of creatures equal to your Manifestation Mod. This link lasts for 1 hour. You and any of the targets can communicate telepathically with each other through the bond, whether or not you share a common language. Once this telepathic link is established, communication is possible over any distance, though it can’t extend to other planes of existence. If you are incapacitated or die, the telepathic link ends. You can use this feature a number of times equal to your Manifestation Mod (minimum once), regaining all uses when you finish a long rest. If you create a telepathic link with this feature while an existing link is already active, the first link ends. #### Telepathy Adept *2nd* When you roll a manifestation die to learn a new telepathy power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a telepathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Manifestation Mod (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test. #### Emotional Intelligence *6th* Your awakened mind is acutely sensitive to the emotions of others. Whenever you make an ability check that makes use of the Deception, Insight, Intimidation, or Persuasion skills, you gain a bonus to the check equal to your Int Mod (minimum +1). #### Fast Friends *6th* Your foes develop an overwhelming sympathy for you thanks to your telepathy powers. When a creature fails a save against a power you manifest, you can momentarily flood the creature with conflicting emotions that prevent them from attacking you until the start of your next turn. Creatures that can’t be charmed are immune to this effect. #### Shared Connection *10th* You can facilitate an incredible psychic connection between yourself and other creatures. When you forge a telepathic link with your Greater Telepathy feature, each linked creature gains the following benefits: * The creature can choose to hear, smell, and see what any other linked creature experiences. * Each creature can take the Help action as a bonus action to aid another linked creature. * A creature can use the Help action to grant advantage on another linked creature’s attack roll even if the creature taking the Help action isn’t within 5 feet of the target of the attack. #### Hunt The Truth *14th*yujhyjuhjyhjyh As you open up the minds of your enemies, you cause their secrets to spill forth. Whenever a creature fails a save against a telepathy power you manifest, you can choose one of the following options: * You gain any amount of strain, then deal psychic damage to the creature equal to 2d8 for each strain you gain this way. * You gain 2 strain to telepathically ask the creature one question, which they answer telepathically, honestly, and fully to the best of their ability. A creature that can’t be charmed is immune to this effect. ### Universalist You make no special distinction between the powers you wield. By undertaking the Universalist specialization, you hone innate abilities that make any power you manifest more effective. \pagebreakNum #### Raw Power *2nd* Your raw mental power hits your enemies harder. You can add your Manifestation Mod to one damage roll of any 1st-order power you manifest. #### Reduce Stress *2nd* You have trained your mind to take on less stress. When you gain strain as a result of manifesting a power, you can halve the strain you gain, to a minimum 1 strain. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Energy Unleashed *6th* When your powers tax you, you release some of that debilitating energy out into the world. Whenever you gain strain, you can choose a creature you can see within 60 feet of you. That creature must succeed on a Wis save against your psion power save DC or take 1d6 psychic damage for each strain you gain. #### Shock Absorption *10th* By making use of your psychic energy, you shield yourself from harm. Whenever you take damage, you can use your reaction to gain 1 strain and halve the damage. #### Full Force *14th* With intense focus, you pour all your might into a manifested power. When you deal damage with a power, you can deal maximum damage instead of rolling damage dice. Once you use this feature, you can’t use it again until you finish a short or long rest. \pagebreakNum # Powers ## 1st-Order Power #### Apparition *1st-Order Resopathy* **Manifestation Time:** 1 action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You create a sound or an image that only you and one creature within range perceive. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a creature’s roar, a musical instrument, or any other sound you choose. If you create an image, it must fit within a 5-foot cube and can’t move. The image can’t create any effect that influences a sense other than sight. The image disappears if the perceiving creature touches it. #### Caress of Fire *1st-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Concentration, up to 1 minute ___ You touch a willing creature, which becomes wreathed in psionic fire that isn’t harmful to you or them. Whenever another creature within 5 feet of the target touches them for the first time on a turn or hits them with a melee attack, that creature takes 1d4 fire damage. #### Concussive Slam *1st-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ You slam a field of invisible force down upon a creature you can see within range, which must make a Str Save. On a failed save, the target takes 1d4 force damage and is knocked prone. This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Flame’s Master *1st-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range: 30 feet** - **Duration: Instantaneous** ___ You emit a burst of psionic energy that affects every Medium or smaller fire-based light source within range, allowing you to ignite a target light source or snuff it out, choosing individually for each source. Such light sources include campfires, candles, fireplaces, lanterns, oil lamps, torches, and the like, but don’t include supernatural sources such as a sun blade or an object affected by the light spell. #### Glimpse *1st-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 1 round ___ Pick one willing creature within range other than you. You glimpse that creature’s immediate future and impart a word of warning into their mind. The next attack roll made against the target before the end of your next turn has disadvantage. #### Illuminator *1st-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** Self (30-foot cone) - **Duration:** 1 hour ___ You create a focused 30-foot cone of bright light, which has sharp edges and gives off no dim light. You can change the color of the light and can turn it on and off as you desire (no action required). #### Incinerate *1st-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet (5-foot cube) - **Duration:** 1 round ___ You cause a column of flame filling a 5-foot cube to burst forth from the ground at a point you can see within range. The flame then burns until the end of your next turn. Any creature in the column’s space when you manifest the power, or which moves into the column’s space for the first time on a turn or ends their turn there, must succeed on a Dex Save or take 1d6 fire damage. The column ignites flammable objects in its area that aren’t being worn or carried. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Influence *1st-Order Telepathy* ___ - **Manifestation Time:** 1 bonus action - **Range:** 30 feet - **Duration:** Instantaneous ___ Choose one creature within range, then make a Cha check to influence or entertain that creature, making use of appropriate skills as the GM allows. Touching the mind of the target grants you advantage on the check, which carries no additional supernatural power. If you fail the check, the creature realizes that you attempted to use psionics to influence their mood, and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways at the GM’s discretion, depending on the nature of your interaction with them. Creatures that can’t be charmed are immune to this effect. \pagebreakNum #### Invisible Force *1st-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ When you manifest this power, pick one of the following options: **Manipulate Object.** You manipulate one object with movable parts within range. For example, you could open or close a door, pull a lever, or play a few notes on a harpsichord. **Move Object.** Choose one object that weighs 5 pounds or less within range. You move that object up to 30 feet, including up, but not beyond the range of this power. An object moved up begins to fall as soon as that movement ends. **Object Attack.** Pick one object that weighs 5 pounds or less within range, and one creature within range. You hurl the object at the creature, making a ranged power attack. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage, depending on the nature of the object. This attack’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Minor Acceleration *1st-Order Metamorphosis* ___ - **Manifestation Time:** 1 bonus action - **Range:** Touch - **Duration:** 1 round ___ You touch a willing creature other than yourself to cause their speed to increase by 10 feet until the end of your next turn. #### Psionic Bolt *1st-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Instantaneous ___ You shoot forth a purple beam of psychic force to strike a creature or object in range. Make a ranged power attack against the target. On a hit, the target takes 1d6 force damage, and if they are Large or smaller, they are pushed 5 feet away from you. This attack’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Psionic Shift *1st-Order Telekinesis* ___ - **Manifestation Time:** 1 bonus action - **Range:** 15 feet - **Duration:** Instantaneous ___ Choose one creature other than you that you can see within range, and that isn’t grappled or restrained. The target must succeed on a Str Save or be moved 5 feet in a direction of your choice. The target can choose to fail this Save. #### Psychic Stab *1st-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Instantaneous ___ One creature you can see within range must make an Wis save. On a failed save, the target takes 1d10 psychic damage. This attack’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Rewrite *1st-Order Resopathy* - **Manifestation Time:** 1 action - **Range:** 5 feet - **Duration:** Concentration, up to 10 minutes ___ You bend a small portion of reality to target a Tiny mundane object within range that isn’t carried or worn by another creature. For the duration, that object is transformed into another Tiny mundane object of your choice, which must be of the same or lesser value as the original. #### Shared Thoughts *1st-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** 1 round ___ You choose a creature within range that you are aware of and send them a telepathic message of up to twentyfive words, or a single visual image that can include no more than twenty-five words. The target can then send a message of up to twenty-five words back to you before the start of your next turn. Your telepathic message and its response can pass through solid objects, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks them. The messages don’t have to follow a straight line, and can travel freely around corners or through openings. #### Time Thief *1st-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ You psionically absorb the life force of a creature within range, causing them to age faster than normal. The target must make a Con Save. On a failed save, they take 1d4 necrotic damage and you gain temporary hit points equal to the damage taken. This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \pagebreakNum ## 2nd Order Powers #### Adapt *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** 15 feet - **Duration:** 24 hours ___ Choose up to four willing creatures you can see within range. For the duration, each target can survive without any food or water, and is immune to exhaustion caused by mundane environmental or weather effects. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. #### Again *2nd-Order Chronopathy* ___ - **Manifestation Time:** 1 reaction, which you take when you or a creature within 30 feet of you misses with an attack - **Range:** 30 feet - **Duration:** Instantaneous ___ You momentarily rewind time, allowing the creature that made the triggering attack a second chance. That creature can reroll the attack and must use the new roll. #### Awe *2nd-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You project psionic energy out to one creature you can see within range, taking on one of the following visages in their mind for the duration: **Inspiring.** The target sees you in your most heroic form. At the start of each of their turns, the target gains temporary hit points equal to your manifestation ability Mod. **Terrifying.** The target sees you in a nightmarish form, and must succeed on a Wis Save or become frightened of you for the duration (save ends at end of turn). Constructs and Undead are immune to this effect. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. Multiple creatures must be within 30 feet of each other when you target them, and all targets experience the same visage. #### Believe *2nd-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** 1 round Choose one creature you can see within range, which must succeed on a Wis Save or gain a new belief until the end of their next turn. This new belief determines how the creature acts on their turn, and is chosen from the following options: **Chasm.** The target believes that a yawning chasm opens beneath them, causing them to fall prone. While prone in this way, the target can’t willingly stand up. **Disaster.** The target believes the world is ending, and takes the Dash action to flee in a random direction determined by the GM. **Enemies.** The target believes that all creatures are their enemies, moving toward the closest creature and making a melee attack against them. **Friends.** The target believes that all creatures are their friends. They are incapacitated on their turn. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature, with all targets experiencing the same belief. #### Bolster Ego *2nd-Order Telepathy* ___ - **Manifestation Time:** 1 reaction, which you take when you or a creature within 30 feet of you makes a Save - **Range:** 30 feet - **Duration:** Instantaneous ___ You psionically strengthen the body and mind of the creature making the Save, giving them advantage on the save. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. Multiple creatures must be within 30 feet of each other when you target them. #### Choke *2nd-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You attempt to crush an enemy in your telekinetic grip. One Large or smaller creature of your choice that you can see within range must make a Dex Save. On a success, the target takes 1d6 force damage. On a failure, the target is restrained for the duration (save ends at end of turn). A creature restrained in this way takes 1d6 force damage at the start of each of their turns. The power ends if the target is ever outside the power’s range or if they have total cover from you. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 1d6. Additionally, you can increase the power’s order by 2 to target a Huge creature. #### Disappear *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Concentration, up to 1 round ___ You send a ripple of psionic energy through a willing creature you touch. Until the end of your next turn, the target is invisible, as is anything they wear or carry as long as it is on their person. **Increased Order.** When you manifest this power, you can increase its order by 2 to increase the maximum duration of your concentration to 1 minute. \pagebreakNum Additionally, if an attack hits or misses you, you can increase this power’s order by 1 to manifest it as a reaction with yourself as the target. #### Flay *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Self (15-foot cone) - **Duration:** Instantaneous ___ You shoot forth a 15-foot cone of pure psionic energy. Each creature in the area must make an Int Save, taking 2d6 psychic damage on a failed save, or half as much damage on a successful one. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d6. Additionally, you can increase the power’s order by 1 or more to increase its area of effect. For each increase of 1, the size of the cone increases by 15 feet. #### Fluid Motion *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 1 minute ___ You imbue your body with a burst of psionic energy, giving yourself one of the following benefits for the duration: * You can take the Dash action as a bonus action. * Your jump distance is tripled. * You have advantage on Str (Athletics) and Dex (Acrobatics) checks made to escape a grapple, and on Saves against being grappled or restrained. #### Fortify *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 reaction, which you take when you take acid, cold, fire, force, lightning, or thunder damage - **Range:** 30 feet - **Duration:** 1 round ___ You create an invisible barrier that protects. You have resistance to damage of the same type, including against the triggering damage, until the end of the turn. **Increased Order**. When you manifest this power, you can increase its order by 1 to increase its duration to 1 minute. #### Ignite *2nd-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 1 minute ___ You ignite a searing fire on a creature you can see within range, which must make a Dex Save. On a failure, the target takes 2d6 fire damage and catches on fire for the duration. On a success, a target takes half as much damage and doesn’t catch on fire. While on fire, a creature takes 1d6 fire damage at the end of each of their turns. The fire can be extinguished only by the target creature using an action to repeat the Save, putting out the fire on a success. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the initial damage increases by 2d6. #### Intuition *2nd-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You target up to three willing creatures within range, gifting them precognitive insight to help keep them safe. For the duration, each time a target takes damage, the damage is reduced by 1d4 (to a minimum 0 damage). **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. Multiple creatures must be within 30 feet of each other when you target them. #### Jaunt *2nd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Instantaneous ___ You bend the space of your environment for an instant, allowing you or one willing creature you touch to teleport to an unoccupied space you can see within 30 feet of you. If you target another creature, they do not need to be able to see the destination. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the distance teleported increases by 15 feet. Additionally, you can increase this power’s order by 1 to make its manifestation time 1 bonus action. #### Kindling *2nd-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You choose a Medium or smaller creature or object within range, then psionically weaken the form of that target to make them more susceptible to fire. A target creature must succeed on a Con Save or suffer the appropriate effect for the duration (a target object automatically suffers the effect): * If the target has immunity to fire damage, they have resistance to fire damage instead. * If the target has resistance to fire damage, they lose this damage resistance. * If the target has no immunity or resistance to fire damage, the first time a turn they take fire damage they take an additional 2d10 fire damage. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. Multiple creatures must be within 30 feet of each other when you target them. \pagebreakNum Additionally, you can increase this power’s order by 1 to target Large creatures or objects, or by 2 to target Huge creatures or objects. #### Kinetic Crush *2nd-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** 1 round ___ One creature you can see within range is held in your telekinetic grip, and must make a Str Save. On a failed save, the target takes 2d8 force damage and their speed becomes 0 until the start of your next turn. On a success, the target takes half as much damage and their speed isn’t reduced. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d8. Additionally, you can increase this power’s order by 1 or more to move the target if they fail the Save. For each increase of 1, you move the creature 10 feet in a direction of your choice, including up, but not beyond the range of this power. A creature moved up begins to fall as soon as that movement ends. #### Make Friends *2nd-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** 1 hour ___ You attempt to psionically charm a Mortal you can see within range. The target must make a Wis Save, and does so with advantage if you or your companions are fighting them. If they fail the Save, the target is charmed by you for the duration or until you or your companions do anything harmful to them. The charmed creature regards you as a friendly acquaintance, but this doesn’t mean the creature will do whatever is asked of them. When the power ends, the creature knows they were charmed by you. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. Multiple creatures must be within 30 feet of each other when you target them. Additionally, you can increase the power’s order by 2 target creatures other than Mortals. You can also increase the power’s order by 1 so that a target charmed by this power doesn’t know they were charmed by you. #### Mindscape *2nd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** 1 round ___ You attempt to make a creature you can see within range perceive their environment differently, then force them to move within that false environment. The target must make a Wis Save. On a success, the target takes 1d6 psychic damage. On a failure, the target takes the Dash action on their next turn, moving in a random direction rolled on the Mindscape Directions table. The target can’t avoid hazards, but once they touch any obstacle, they can attempt to move around, over, or under it.
| d8 | Direction | |:---:|:-----------:| | 1 | North | | 2 | Northeast | | 3 | East | | 4 | Southeast | | d8 | Direction | |:---:|:-----------:| | 5 | South | | 6 | Southwest | | 7 | West | | 8 | Northwest |
**Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. Multiple creatures must be within 30 feet of each other when you target them. You roll a different random direction for each creature affected by the power. #### Penetrating Sight *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** 1 minute ___ You can see into and through solid matter for the duration, out to a range of 30 feet. Solid objects within that range appear transparent to you, and don’t prevent light from passing through them. This vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the range of the vision is extended by 30 feet. #### Precognition *2nd-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** 8 hours ___ You touch a willing creature and gift them a limited foresight for danger. For the duration, the target can add 1d6 to their initiative rolls, and they can’t be surprised. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. \pagebreakNum #### Read Object *2nd-Order Chronopathy* ___ - **Manifestation Time:** 1 minute - **Range:** Touch - **Duration:** Instantaneous ___ You touch an object and you receive a mental image of the last creature to hold the object. **Increased Order.** When you manifest this power, you can increase its order by 1. When you do so, you can place an invisible psionic sensor on the object that lasts for 24 hours. For the duration, you can use an action to learn the object’s distance and direction relative to you, and to see and hear the object’s surroundings from its point of view as if you were there. Additionally you can increase its order by 3. When you do so you see and hear any events that have occurred within 20 feet of the object within the last 8 hours, perceiving those events from the object’s perspective. #### Read Thoughts *2nd-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 1 minute ___ Choose a creature within range that you can see. For the duration, you learn the surface thoughts of that creature—what is most on their mind in that moment. While reading the target’s mind, you have advantage on Wis (Insight) and Cha (Deception, Intimidation, or Persuasion) checks made to assess or influence the target. A creature that has an Int of 3 or lower, or which doesn’t speak any language, can’t be targeted by this power. **Increased Order.** When you manifest this power, you can increase its order by 1. When you do so, you can use a bonus action while the power is active to dig deeper into the target’s mind, forcing them to make an Int Save. On a success, the power ends. On a failure, you gain insight into the target’s reasoning (if any), their emotional state, and one thing that looms large in their mind (a problem they are worried over, a person they love or hate, and so forth). Whether the Save succeeds or fails, the target doesn’t know that you attempted to dig into their mind. #### Repel *2nd-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ You choose a Medium or smaller creature or object that you can see within range, then telekinetically force that target away from you. An object you target must weigh 300 pounds or less and can’t be carried or worn by another creature. A target creature must make a Str Save (objects automatically fail this save). On a failed save, you move the target up to 30 feet in any direction, including up. On a success, you move the target 5 feet in any direction. A target moved up begins to fall as soon as that movement ends. A creature can choose to fail the Save. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature or object. #### Scorch *2nd-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** Self (30-foot line) - **Duration:** Instantaneous ___ A pulse of fire forming a line 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dex Save, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d6. Additionally, you can increase the power’s order by 1 or more to increase its area of effect. For each increase of 1, the length of the line increases by 30 feet. #### Share Pain *2nd-Order Telepathy* ___ - **Manifestation Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Duration:** Instantaneous ___ You psionically reach out toward the creature that damaged you, letting them share your pain. That creature must make a Wis Save, taking 1d12 psychic damage on a failed save, or half as much damage on a successful one. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 1d12. #### Sixth Sense *2nd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Touch Duration: 1 hour ___ You touch a willing creature and give them one of the following senses for the duration: * The target gains darkvision out to a range of 60 feet. * The target gains tremorsense out to a range of 10 feet. * The target can sense the presence of psionics within 30 feet of them. If the target senses psionics in this way, they can use an action to see a faint aura around each visible creature or object within 30 feet of them that bears psionic power. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature, with all targets gaining the same sense. Additionally, you can increase the power’s order by 1 or more to expand the range of a sense. For each increase of 1, that range increases by 10 feet. \pagebreakNum #### Weight *2nd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You choose a creature within range and attempt to change their relationship to gravity. The target must succeed on a Con Save or suffer one of the following effects of your choice for the duration (save ends at end of turn): **Gravitas.** The target’s speed is reduced by 20 feet (to a minimum 0 feet). **Levitas.** At the start of each of their turns, the target rises vertically 5 feet. When the effect ends, the target begins to fall. A creature can choose to fail their Save against this effect. A creature with a flying speed automatically succeeds on their Save unless they choose to fail. A creature that can reach a fixed object can attempt a Str Save to hang on and avoid rising. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature, with all targets experiencing the same effect. Additionally, you can increase the power’s order by 1 or more to adjust the speed of its effects. For each increase of 1, the speed reduction of Gravitas or the rate of vertical rise for Levitas increases by 5 feet. ## 3rd-Order Powers #### Amplify *3rd-Order Metamorphosis* ___ - **Manifestation Time:** 1 bonus action - **Range:** 30 feet - **Duration:** 1 minute ___ You channel psionic power into the battle fury of a creature you can see within range. The next time the target hits a creature with a weapon attack during the power’s duration, the attack deals an extra 2d8 psychic damage. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the extra damage increases by 1d8. #### Beam Gaze *3rd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** 1 minute ___ You unleash a sickening beam of force at a creature you can see within range. The target must make a Con Save, taking 3d10 force damage on a failed save, or half as much damage on a successful one. On a failed save, a target also suffers your choice of one of the following effects for the duration (save ends at end of turn): * The target is poisoned. * The target’s speed is halved, and they can’t take reactions. * Attack rolls against the target are made with advantage. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10. #### Capture Energy *3rd-Order Telekinesis* ___ - **Manifestation Time:** 1 reaction, which you take when you take acid, cold, fire, force, lightning, or thunder damage - **Range:** 30 feet - **Duration:** Instantaneous ___ You capture some of the harmful energy meant for you in a telekinetic grip, taking only half the damage from the triggering effect. You can then hurl the captured energy at a creature or object within range by making a ranged power attack. If the attack hits, the target takes the remainder of the triggering damage. #### Clarity *3rd-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Concentration, up to 1 minute ___ You touch one creature and help them enter a state of intense focus. For the duration, the target has advantage on ability checks and attack rolls. #### Cure Ailment *3rd-Order Metamorphosis* - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Instantaneous ___ You touch a creature and can end either one disease or one condition affecting them. The condition can be blinded, charmed, dazed, deafened, frightened, or poisoned. #### Dagger of the Mind *3rd-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** 1 round ___ You lash out with your mind to psychically damage a creature you can see within range. The target must make an Int Save. On a failed save, the target takes 4d10 psychic damage and can take only the Dash, Disengage, or Dodge actions on their next turn. On a success, the target takes half as much damage and can take their turn normally. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10. \pagebreakNum #### Distant Voice *3rd-Order Telepathy* - **Manifestation Time:** 1 action - **Range:** Cities - **Duration:** 1 round ___ You send a short message of twenty-five words or fewer to a creature with which you are familiar. The creature hears the message in their mind, recognizes you as the sender if they know you, and can answer in a like manner immediately. The power enables creatures with Int scores of at least 1 to understand the meaning of your message. You can send the message to anyone within a cities distance of you. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you can add another 25 words to your message. Additionally you can increase its order to increase the distance determined by the distant voice table. Increase it by 1 to reach someone with a continents difference. Increase it by 2 to reach anyone on the same Plane. #### Elsewhere *3rd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ You target three creatures you can see within range, then attempt to violently teleport them away. Each creature must make an Int Save. On a failed save, a target is teleported up to 30 feet to an unoccupied space you can see, and their speed becomes 0 until the start of your next turn. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. #### Embrace the Deep *3rd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** 24 hours ___ You choose up to five willing creatures you can see within range, then psionically imbue those creatures with the power to move beneath through water. For the duration, each creature doesn’t need to breathe and gains a swimming speed equal to their walking speed. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. #### Extinguish *3rd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Instantaneous ___ Choose one creature, object, or psionic effect within range. Any power of 3rd order or lower on the target ends. **Increased Order.** When you manifest this power, you can increase its order by 1 to end powers of 4th order or lower, by 2 to end powers of 5th order or lower, or by 3 to end any power. #### Forget *3rd-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** 1 minute ___ You reach into the mind of a creature within range and make them forget critical knowledge. The target must succeed on a Wis Save or suffer one of the following effects of your choice for the duration (save ends at end of turn): Psionics. The target can’t manifest powers of 4th order or lower. Spells. The target can’t cast spells of 3rd level or higher. Weapons. The target loses any weapon proficiencies they have. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. You must choose the same effect for all targets. #### Guise *3rd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** 1 hour ___ You project a psionic appearance over your own body, transforming yourself into any creature you have encountered that is your size, though none of your statistics change You can also change the appearance of any gear you wear or hold when you manifest this power Your changed appearance fails to hold up to physical inspection For example, if you use this power to become a mastiff, any object passing directly over the image of the mastiff will bump into you while seemingly in midair, and anyone who pets the mastiff would feel your body To discern that you are disguised, a creature can use an action to inspect your appearance and succeed on an Int (Investigation) check against your psion power save DC **Increased Order.** When you manifest this power, you can increase its order by 1 or more For each increase of 1, you can disguise yourself as a creature that is one size category larger or smaller than you When you manifest the power this way, you and everything you are wearing and carrying change size, but your physical shape remains the same beneath your psionic appearance Any item dropped by you returns to normal size at once **Grow.** For each size category larger you become, your size doubles in all dimensions, and your weight is multiplied by eight. If there isn’t enough room for you to grow appropriately, you attain the maximum possible size in the space available. You have advantage on Str checks and Str Saves. Any weapons that grow with you deal an extra 1d4 damage per size category they grow. **Shrink.** For each size category smaller you become, your size is halved in all dimensions and your weight is divided by 8. You have disadvantage on Str checks and Str Saves. Any weapons that shrink with you reduce their damage by 1d4 per size category they shrink (to a minimum 1 damage). \pagebreakNum #### Icon of Fear *3rd-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Concentration, up to 1 minute ___ Pick one creature you can see within range. Each creature of your choice within 30 feet of that target sees them as something to be feared, and must succeed on a Wis Save or be frightened of the target for the duration (save ends at end of turn). #### Imbue Flame *3rd-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Concentration, up to 10 minutes ___ You touch a willing creature and imbue them with a spark of fiery psionic force. For the duration, the creature’s weapon attacks and unarmed strikes deal an extra 1d6 fire damage. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. #### Iron *3rd-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 10 minutes ___ Your skin turns into hard, dark metal, granting you the following benefits for the duration: * You gain 15 temporary hit points. If any of these temporary hit points remain when the power ends, they are lost. * Your AC increases by 2. * You can take the Attack action to make up to two unarmed strikes. Each strike is a psionic melee weapon attack that uses your manifestation ability for attack rolls instead of Str or Dex. On a hit, the target takes bludgeoning damage equal to 1d10 + your manifestation ability Mod instead of the normal bludgeoning damage for an unarmed strike. #### Overheat *3rd-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ You attempt to raise the internal temperature of a creature you can see within range, which must make a Con Save. On a success, the target takes 2d6 fire damage. On a failure, they gain one level of exhaustion. Creatures that have resistance or immunity to fire damage automatically succeed on their Saves against this power. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. #### Pulse *3rd-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** Self (15-foot radius) - **Duration:** Concentration, up to 10 minutes ___ Waves of force emanate from you, hindering the movement of nearby enemies. Each creature of your choice treats the area within 15 feet of you as difficult terrain. Whenever a creature ends their turn within 15 feet of you, you can attempt to trip that creature (no action required). The target must succeed on a Str Save or fall prone. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the radius of the effect increases by 5 feet. #### Ravages of Time *3rd-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Instantaneous ___ You attempt to rapidly age the body of one creature you can see within range, which must make a Con Save. On a failure, a target takes 5d8 necrotic damage and ages 1d10 years. On a success, the target takes half as much damage and doesn’t age. A target aged by this power reverts to their normal age when they finish a long rest. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d8. #### Restore the Past *3rd-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Instantaneous ___ You touch a piece of a Large or smaller mundane object that has been destroyed, then remake that object with your mind. You can remake the object even if some of its broken pieces are missing, or if it has been reduced to dust by a *disintegrate* spell. The object can have a value of no more than 1,000 gp. Once an object has been remade, this power can’t be used to remake another version of the object even if you have other pieces of the original remaining. **Increased Order.** When you manifest this power, you can increase its order by 2 to remake a Huge object. \pagebreakNum #### Smoke Screen *3rd-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 90 feet (20-foot-radius sphere) - **Duration:** Concentration, up to 1 minute ___ You create a 20-foot-radius sphere of acrid, opaque smoke centered on a point you choose within range. The smoke spreads around corners, and its area is heavily obscured. It lasts for the duration or until a strong wind disperses it. When a creature enters the smoke for the first time on a turn or starts their turn there, they must make a Con Save, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature is affected even if they hold their breath or don’t need to breathe. As a bonus action, you can move the smoke 10 feet in a direction you choose. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d6. #### Telekinetic Burst *3rd-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 90 feet (20-foot-radius sphere) - **Duration:** Instantaneous ___ You unleash an explosion of mental force from a point you can see within range. Each creature in a 20-footradius sphere centered on that point must make a Dex Save. On a failed save, a target takes 5d6 force damage and is pushed 10 feet away from the center of the area. On a success, a target takes half as much damage and isn’t pushed. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d6. ## 4th-Order Powers #### Aura Projection *4th-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** Self (30-foot radius) - **Duration:** Concentration, up to 1 minute ___ You manifest an aura of psionic emotional energy around you, allowing you to influence nearby creatures for the duration. When you manifest this power and at the start of your turn for the duration (no action required), you can choose one creature within 30 feet of you and select one of the following effects for that target: **Inspired.** The target has advantage on attack rolls and Saves until the start of your next turn. **Sorrow.** The target must succeed on a Wis Save or use their next action to do nothing but weep. Creatures that can’t be charmed are immune to this effect. **Terror.** The target must succeed on a Wis Save or be frightened of you until the start of your next turn. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. You must choose the same effect for all targets. #### Fire Form *4th-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 10 minutes ___ You encase yourself in psionic flame and gain the following benefits for the duration: •\ * You have a flying speed of 60 feet. * You have immunity to cold and fire damage. * Whenever a creature within 5 feet of you touches you for the first time on a turn or hits you with a melee attack, that creature takes 1d6 fire damage. * Your power attacks, weapon attacks, and unarmed strikes deal an extra 1d6 fire damage. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the maximum duration of your concentration to 1 hour. #### Fulcrum *4th-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 10 minutes ___ By exerting your will, you can control the position of creatures and objects with ease. When you manifest this power, and as your action during any round for the duration, choose one Huge or smaller creature or object that you can see within range, which is affected as noted below. You can affect the same target round after round, choose a new target each time, or take other actions in between using this power. If you switch targets, the prior target is no longer affected by this power. If you target a creature directly or target an object being carried or worn by a creature, the creature must make a Str Save. On a failure, or if you target an object that is not carried or worn, you move the target creature or object up to 30 feet in any direction, including up, but not beyond the range of this power. Until the end of your next turn, the target is held in your telekinetic grip, and is restrained if it is a creature. A target lifted up is suspended in midair, and begins to fall as soon as this power no longer affects it. On subsequent rounds, you can use your action to maintain your telekinetic grip on the target. If the target is a creature, they can repeat the Save to break your grip and end the power’s effect on them. As part of moving an object with this power, you can make a ranged power attack with the object against one creature in the path of its movement. If the attack hits, the target takes 5d10 bludgeoning damage from a Huge object, 4d10 bludgeoning damage from a Large object, or 3d10 bludgeoning damage from a Medium or smaller object. \pagebreakNum You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature or object. Additionally, you can increase the power’s order by 1 or more to expand its range. For every increase of 1, the range of the power increases by 60 feet. #### Gravitational Collapse *4th-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 90 feet - **Duration:** Concentration, up to 1 minute ___ You bring down a crushing force upon a creature you can see within range, which must make a Dex Save. On a failed save, the target takes 10d6 force damage and is knocked prone for the duration. On a success, the target takes half as much damage and is not knocked prone. A creature knocked prone by this power can use an action to make a Str (Athletics) check or a Str save against your psion power save DC, ending the power’s effect on them and standing up on a success. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d6. #### Harlequin *4th-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Concentration, up to 1 hour ___ You psionically grasp for control of the mind of one Mortal you can see within range. The target must make a Wis Save, and does so with advantage if you or your companions are fighting them. On a successful save, you can choose to deal 3d10 psychic damage to the target. On a failed save, the target is charmed by you for the duration. While the target is charmed in this way, you have a telepathic link with them as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the target (no action required), which they do their best to obey. If the target completes an order and doesn’t receive further direction from you, they defend and preserve themself to the best of their ability. You can use an action to take total and precise control of a charmed target. Until the end of your next turn, the target takes only the actions you choose, and doesn’t do anything else. During this time, you can also cause the target to use a reaction, but this requires you to use your reaction as well. Each time the target takes damage, they make a new Wis Save. If the Save succeeds, the charmed condition ends. **Increased Order.** When you manifest this power, you can increase its order by 2 to target a creature other than a Mortal. \columnbreak #### Melt *4th-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Instantaneous ___ Choose a manufactured mundane metal object no larger than Medium, such as a metal weapon or a suit of metal armor, that you can see within range. You cause the object to glow red-hot. If the object isn’t being carried or worn by a creature, it melts into useless slag. If the object is being carried or worn by a creature, that creature must make a Dex Save. On a failed save, the creature takes 5d10 fire damage and the object melts into useless slag. On a success, the creature takes half as much damage and the object doesn’t melt. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10. #### Memory Gap *4th-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous By manipulating time, you attempt to erase another creature’s memories. One creature that you can see within range must make a Wis Save, and does so with advantage if you or your companions are fighting them. On a failure, you can erase the target’s memory of an event that they experienced within the last 24 hours and that lasted no more than 10 minutes, permanently eliminating all memory of the event. You do not need to have witnessed the event, but must be aware of the event and its details in some way, even as a second-hand account. Once the memory is erased, the target can’t recall what happened to them during that time, but they are unbothered by the hole in their recollection. Any creature that can sense psionics, such as one under the influence of the sixth sense power, can tell the target has had their memory modified. The cure ailment power manifested on the target restores the creature’s memory. **Increased Order.** When you manifest this power, you can increase its order by 1 to expand the memory you erase. For each increase of 1, the duration of the erased memory increases by 10 minutes. Additionally, you can increase the power’s order by 1 to erase the target’s memory of an event that took place within the last 7 days, or by 2 to erase the memory of an event within the last 30 days. You can also increase the order of the power by 1 to implant a false memory in place of the one you removed. A false memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical false memory, such as the recollection of how much the creature enjoyed dousing themself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. \pagebreakNum #### Momentary Lapse of Reason *4th-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Instantaneous ___ Choose one creature or object you can see within range. Each creature of your choice within 30 feet of the target sees the target as something they greatly desire, and must make a Wis Save. On a failed save, a creature drops whatever they are holding and uses their reaction, if available, to move their speed toward the target by the most direct route. If the creature gets within 5 feet of the target, they stop moving and fall prone. Creatures that can’t be charmed are immune to this power. #### Psionic Resilience *4th-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** 1 hour ___ You touch a willing creature and give them immunity to one of the following conditions of your choice for the duration: blinded, charmed, dazed, deafened, frightened, paralyzed, petrified, poisoned, or stunned. Additionally, if the target suffers from the chosen condition when you manifest this power, that condition is suppressed for the duration. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature. #### Reminisce *4th-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 hour ___ With this power, you attempt to manipulate a creature using their memories and emotions. One creature within range that you can see must make a Wis Save, and does so with advantage if you or your companions are fighting them. On a failed save, the target believes that a friend or loved one has approached them and wishes to have a pleasant conversation. The target stops whatever they are doing, taking no actions while they engage in a conversation with the imaginary acquaintance for the duration. The target can repeat the Save if they take damage, or if another creature uses an action to point out that the target isn’t having a conversation with a real person, ending the effect on themself on a success. A creature that can’t be charmed is immune to this power. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the duration increases by 1 hour. #### Shadow Form *4th-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 10 minutes ___ You transform your body and any equipment you wear into amorphous shadow, gaining the following benefits for the duration: * You gain a flying speed of 60 feet. • You have resistance to bludgeoning, piercing, and slashing damage from mundane attacks. * You have advantage on Dex (Stealth) checks and can attempt to hide without cover. * You can move through a space as narrow as 1 inch wide without squeezing. While in this form, you can’t pick up objects or wield your equipment. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the maximum duration of your concentration to 1 hour. #### Stasis Field *4th-Order Chronopathy* ___ - **Manifestation Time:** 10 minutes - **Range:** Self (20-foot cube) - **Duration:** 8 hours ___ You shape a translucent 20-foot cube originating from you, within which you control the effects of time to make objects immune from harm. For the duration, objects in the cube when it appears that aren’t worn or carried by a creature can’t be moved, damaged, or destroyed. If part of an object is inside the cube and part of it is outside, the part that is outside can be damaged. All creatures, spells, powers, and supernatural effects are barred from passing through the cube. Creatures within the cube are shunted to the nearest open space. **Increased Order.** When you manifest this power, you can increase its order by 1 or more. For every increase of 1, the size of the cube increases by 10 feet on all sides. ## 5th-Order Powers #### Broadcast *5th-Order Telepathy* ___ - **Manifestation Time:** 1 minute - **Range:** 1 mile - **Duration:** Instantaneous ___ You broadcast a telepathic message to every creature of your choice that can understand a language, and which is within a specific distance you choose within range. The message lasts for 1 minute, and can include images of events that you have personally witnessed. A creature that receives the message hears your words and sees the images in their mind, though they still maintain their own senses. You can further refine the parameters for recipients based on creature kind (for example, the message could be sent only to Humanoids, or dragonborn could be excluded from receiving the message) or creatures of a particular alignment (for example, the message could be sent only to good-aligned creatures, or lawful-aligned creatures could be excluded from receiving the message). A creature that is on another plane of existence does not receive the message. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the range to 5 miles. \pagebreakNum #### Chariot of Thought *5th-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** Self (10-foot-radius disk) - **Duration:** Concentration, up to 10 minutes ___ A 10-foot-radius disk made of translucent psionic force springs into existence beneath your feet and lasts for the duration. The disk remains centered beneath you, and grants you a flying speed of 60 feet. When you manifest this power, each creature and object of your choice touching the disk can be carried on the platform as it moves. The disk passes harmlessly through other creatures and objects, so that it can carry those on it past a crowd, down a narrow passageway, and so forth. The disk can hold up to nine Medium creatures, or smaller or larger creatures of equivalent size. If the disk is above the ground when the power ends, you and any creature or object on the disk begin to fall. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the radius of the disk by 5 feet. Additionally, you can increase the power’s order by 1 to increase your flying speed by 15 feet. #### Detonate *5th-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Concentration, up to 1 hour ___ You attempt to place a spark of explosive psionic potential into a creature you can see within range. The target must make a Con Save. On a success, you can choose to deal 4d10 fire damage to the target. On a failure, the target is imbued with the spark for the duration. While the spark is inside a target, you can use an action to detonate the spark. The target takes 8d10 fire damage, and each creature within 20 feet of the target must make a Dex Save, taking 8d10 fire damage on a failed save, or half as much damage on a successful one. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the damage of the detonating spark to 10d10. #### Force Orbs *5th-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** 10 minutes ___ You create three 1-foot-diameter orbs of swirling energy that circle around you for the duration. Each orb grants you a cumulative +1 bonus to AC. As a bonus action while this power is active, you can make a ranged power attack to psionically hurl an orb at a creature or object within 60 feet of you, dealing 4d10 force damage on a hit. The orb disappears after being used to make the attack. **Increased Order.** When you manifest this power, you can increase its order by 1 to create four orbs. \columnbreak #### Fracture *5th-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 90 feet (20-foot-radius sphere) - **Duration:** Instantaneous ___ You unleash a burst of psionic power at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make an Int Save. On a failed save, a creature takes 6d8 psychic damage and is fractured for 1 minute (save ends at end of turn). On a success, the creature takes half as much damage and isn’t fractured. While fractured, a creature’s speed is halved; they have disadvantage on ability checks, attack rolls, and Con Saves; and attack rolls against them have advantage. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the damage to 8d8. #### Heat Shell *5th-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** Self (10-foot radius) - **Duration:** Concentration, up to 1 hour ___ A shimmering globe of heat extends out from you in a 10-foot radius and moves with you, remaining centered on you and lasting for the duration. When you manifest this power, you can choose any number of creatures or objects that you can see within 60 feet of you to be unaffected by it. Whenever a creature affected by this power touches the heat shell for the first time on a turn or starts their turn inside the globe or within 10 feet of its exterior, they must make a Con save or take 4d8 fire damage. The shell prevents an affected creature from moving or reaching into or out of it, but all creatures can cast spells, manifest powers, or make attacks with ranged or reach weapons through the shell. The heat shell ignites flammable objects it touches that aren’t being worn or carried. **Increased Order.** When you manifest this power, you can increase its order by 1 to increase the damage to 6d8. \pagebreakNum #### Psychic Projection *5th-Order Telepathy* ___ - **Manifestation Time:** 10 minutes - **Range:** Self - **Duration:** Concentration, up to 1 hour ___ You instantly project your consciousness to a particular location that is on the same plane of existence as you. The destination you choose must be one you know or have a detailed description of. The material body you leave behind is unconscious and in a state of suspended animation. It doesn’t need food or air and doesn’t age. Your projected consciousness resembles your mortal form, replicating your game statistics and equipment. However, you can’t physically affect the world around you, interact with or hold objects, cast spells, or manifest powers, and you have immunity to all damage except for force and psychic damage. Your projected consciousness has a flying speed equal to your walking speed and can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object. Your consciousness is a separate incarnation from your body. Any damage or other effects that apply to your consciousness have no effect on your physical body, nor do they persist when you return to it. When this power ends, your consciousness returns to your body. If your body has been destroyed when this power ends, you die. **Increased Order.** When you manifest this power, you can increase its order by 1 to have it affect you and up to eight willing creatures within 10 feet of you. Each creature’s projected consciousness travels to the same destination. #### Restructure *5th-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Instantaneous ___ You touch a Large or smaller mundane object to set up psionic vibrations within it, altering the material it is made out of (from metal to stone, from wood to glass, and so forth). You can’t change the object’s state—gas, liquid, or solid—and you can’t increase its value. For example, if you turn a silver statue into a gold statue, the gold is of such poor quality that the statue’s worth remains the same. **Increased Order.** When you manifest this power, you can increase its order by 1 to target a Huge object. #### Reveal the Path *5th-Order Chronopathy* ___ - **Manifestation Time:** 10 minutes - **Range:** Self - **Duration:** Instantaneous ___ When you manifest this power, you describe or name a creature that is familiar to you that has passed within 1,000 feet of your location in the last 24 hours. You instantly know every location the creature visited within the last 24 hours on the plane of existence where you manifested this power. You know the direction and distance to these locations, but not how to access them. This power can target a specific creature known to you, or a creature you have seen within 30 feet of you at least once or whose detailed image you have seen (such as a professional portrait). If the creature you described or named is in a different form, such as being under the effect of a polymorph spell, this power doesn’t locate the creature. **Increased Order.** When you manifest this power, you can increase its order by 1 to know every location the creature visited within the last 7 days. #### Target of Hate *5th-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Instantaneous ___ Choose one creature within range. Each creature hostile to you within 30 feet of the target sees the target as something they despise, and must make a Wis Save. On a failed save, a creature uses their reaction, if available, to move their speed toward the target by the most direct route. If the creature gets within reach of the target, they stop moving and make a melee attack against the target. Creatures that can’t be charmed are immune to this power. #### The Real *5th-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** 1 hour ___ A willing creature you touch gains the ability to see things as they actually are. For the duration, the creature has truesight, automatically notices secret doors hidden by magic or psionics, and can see into the Ethereal Plane, all out to a range of 120 feet. **Increased Order.** When you manifest this power, you can increase its order by 1 to target one additional creature. #### Witness Demise *5th-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** 1 minute ___ You project a mental image into the minds of up to three creatures you can see within range. Choose one of the following options, which affects all targets: **Future Demise.** You show each target a possible death that they will experience far in the future, which is peaceful or heroic. For the duration, each target can’t be frightened, and has advantage on Saves. **Imminent Demise.** You show each target a possible death that they will experience imminently, which is violent or terrible. Each target must make a Wis Save. On a failed save, a target takes 8d8 psychic damage and is frightened of you for the duration (save ends at end of turn). On a success, the target takes half as much damage and is not frightened. **Increased Order.** When you manifest this power, you can increase its order by 1 to target one additional creature. Additionally, you can increase the power’s order by 1 to increase the damage of the Imminent Demise option to 10d8. \pagebreakNum ## 6th Order Powers #### Ally of Time *6th-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet (40-foot cube) - **Duration:** Concentration, up to 1 minute ___ You alter time in a 40-foot cube within range for the duration. Whenever a creature starts their turn within the cube, you can choose one of the following effects (no action required): **Accelerate.** Until the start of the target’s next turn, their speed is doubled, they have a +2 bonus to AC, and they have advantage on Dex Saves. The target gains an additional action that can be used only to take the Attack action (one weapon attack only), the Cast a Spell action (cantrip only), the Manifest a Power action (1st-order power only), or the Dash, Disengage, Hide, or Use an Object actions. **Decelerate.** The target must succeed on a Wis Save or suffer the following effects until the start of their next turn: their speed is halved, they have a −2 penalty to AC, they have disadvantage on Dex Saves, and they can’t use reactions. Additionally, the creature can take an action or a bonus action on their current turn, but not both, and can’t make more than one attack regardless of features or magic items. #### Brain Overload *6th-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Instantaneous ___ You unleash a sudden surge of energy in the mind of a creature you can see within range. The target must make a Con Save, taking 14d10 psychic damage on a failed save, or half as much damage on a successful one. If the target has a brain and this damage reduces them to 0 hit points, their brain explodes. (For a target with multiple brains, all their brains explode.) A target that can’t survive without their brain or brains (as determined by the GM) dies instantly. #### Concussive Wave *6th-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Instantaneous ___ You send forth a rising shockwave of telekinetic power. Each creature of your choice within range must succeed on a Str Save or be thrown up to 90 feet vertically and up to 30 feet away from you. Each creature is then slammed to the ground, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone. #### Crucible *6th-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 150 feet (50-foot square) - **Duration:** Concentration, up to 1 minute ___ With the power of your mind, you ignite a 50-foot-square area that is 10 feet high and centered on a point on the ground that you can see within range. Each creature that starts their turn in the area must make a Dex Save, taking 7d10 fire damage on a failed save, or half as much damage on a successful one. At the start of each of your turns while the power is in effect, you can cause the fire to spread out 5 feet on all sides (no action required), expanding the area over any surface except for nonflammable liquid. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. #### Fold Space *6th-Order Resopathy* ___ - **Manifestation Time:** 10 minutes - **Range:** 30 feet - **Duration:** 1 round ___ You bend space to create a one-way pathway to a destination you select, which lasts until the end of your next turn. The opening of the pathway is a 10-footdiameter circle that appears in an unoccupied space within range. Any creature that passes through the opening is transported to the destination. The destination you choose can be on any plane of existence. It must be known to you, though you don’t need to have visited it. The power fails if you select a destination that doesn’t exist, such as a place you think you know that was actually an illusion, or a familiar location that has been destroyed. #### Heat Transfer *6th-Order Pyrokinesis* ___ - **Manifestation Time:** 1 action - **Range:** 120 feet - **Duration:** Concentration, up to 1 minute ___ You attempt to drain the warmth of life from a creature that isn’t a Construct or Undead that you can see within range, then give that vitality to another. At the start of each of their turns, the target must make a Con Save, taking 4d10 cold damage on a failed save, or half as much damage on a successful one. Whenever the target takes cold damage from this power, you can choose another creature that isn’t a Construct or Undead that you can see within range. That creature regains a number of hit points equal to half the cold damage dealt to the target. #### Mass Choke *6th-Order Telekinesis* ___ - **Manifestation Time:** 1 action - **Range:** 30 feet - **Duration:** Concentration, up to 1 minute ___ You attempt to lock your enemies in your telekinetic grip. Each creature of your choice that you can see within range must succeed on a Dex Save or become restrained for the duration (save ends at end of turn). A creature restrained in this way takes 5d8 force damage at the start of each of their turns. The power ends if the target is ever outside the power’s range or if they have total cover from you. \pagebreakNum #### Mindwipe *6th-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 1 minute ___ You attempt to wipe the mind of a creature you can see within range, which must make a Wis Save. On a success, the target takes 3d10 psychic damage. On a failure, the target’s proficiency bonus is +0 (reducing the bonus they add to ability checks, attack rolls, and Saves they make with proficiency), and they can’t cast spells, manifest powers, understand language, or communicate in any intelligible way. All these effects last for the duration. #### Paragon *6th-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** 8 hours ___ One willing creature you touch becomes a paragon of physical and mental perfection. For the duration, each of the target’s ability scores is 20, unless a score is already higher. #### Reflection *6th-Order Resopathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 1 minute ___ You choose one creature that you can see within range that has a challenge rating of 10 or lower (or that is 10th level or lower, for creatures that don’t have a challenge rating), then psionically create a perfect copy of that creature. (You can copy yourself if you have access to this power at an appropriate level.) The copy appears within an unoccupied space of your choice that you can see within range, and acts on your initiative count immediately after you take your turn. The copy has the same statistics as the original creature, except that they have mundane copies of the creature’s equipment, and have no lair actions, legendary actions, or villain actions. The copy reflects the original creature’s current state, both physically (clean, disheveled, healthy, wounded, and so forth) and in terms of resources (current hit points, spell slots available, current strain, and so forth). The copy is loyal to you and understands the commands you give them through a mental link you share, within the bounds of their normal intellect. They disappear when they are reduced to 0 hit points. #### Rejuvenate *6th-Order Chronopathy* ___ - **Manifestation Time:** 1 action - **Range:** Touch - **Duration:** Instantaneous ___ You touch one creature and reshape the flow of time through their body, restoring them to an earlier state. The target gains one of the following benefits: **Closed Wounds.** The target regains 50 hit points. **Fresh Start.** Any of the following conditions affecting the target end: blinded, charmed, dazed, deafened, frightened, paralyzed, petrified, poisoned, or stunned. **Regain Spell.** Roll 1d4 + 1. The target regains one expended spell slot, the level of which equals the result or lower (the target’s choice). #### Souls Intertwined *6th-Order Telepathy* ___ - **Manifestation Time:** 1 action - **Range:** 60 feet - **Duration:** Concentration, up to 1 hour ___ You attempt to swap the minds of two creatures you can see within range, each of which must make a Cha Save. If only one creature fails the Save, that creature takes 6d10 psychic damage. If both Saves fail, the creatures’ minds are swapped for the duration, so that each creature’s memories, knowledge, instincts, and sense of self are contained in a new body. While their minds are swapped, each creature uses the other’s Int, Wis, and Cha scores, which could impact other statistics such as a creature’s spell save or power save DCs. For the purpose of supernatural effects that identify, locate, or make contact with a creature, the body that holds a creature’s mind is considered to be that creature while this power is in effect. If one of the affected creatures dies while the other still lives, the dying creature can make a choice as their soul leaves their host body: * The soul can move on to the afterlife, leaving the mind of the other creature targeted by this power permanently in a new body. Only a wish spell or similar magic can allow a creature permanently sealed inside another’s body to return to their original form. * The soul can attempt to force their way back into their original body. Both creatures make a contested Cha check, rerolling ties. If the dying soul wins the contest, they reclaim their old body and force the other creature’s soul into the afterlife. #### Steel *6th-Order Metamorphosis* ___ - **Manifestation Time:** 1 action - **Range:** Self - **Duration:** Concentration, up to 10 minutes ___ Your skin turns into a hard, shiny metal, granting you the following benefits for the duration: * You have resistance to bludgeoning, piercing, and slashing damage. * Any critical hit against you becomes a normal hit. * You can take the Attack action to make up to three unarmed strikes. Each strike is a psionic melee weapon attack that uses your manifestation ability for attack rolls instead of Str or Dex. On a hit, the target takes bludgeoning damage equal to 2d10 + your manifestation ability Mod instead of the normal bludgeoning damage for an unarmed strike. * At the start of your turn, if you have at least 1 hit point, you regain 10 hit points.