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Adrenalize

Adrenalize

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Duration
Concentration ()

Your power makes the target more physically capable. The target gains an expertise die to one physical ability check (Strength, Dexterity, or Constitution) of its choice. The target may choose to roll the expertise die after the check is rolled but before the outcome is determined.

Bolster

Bolster

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Duration
Concentration ()

The target gains one of the following benefits, chosen when you manifest this power:

Lungs. The target doubles the amount of time it can hold its breath.

Gut. The target has advantage on saving throws made against poison.

Skin. The target’s AC increases by 1.


Surge. You can spend +1 psionic point per creature to affect up to 4 targets [requires power rating equal to the total number of creatures affected].

Boost of Speed

Boost of Speed

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Duration

Until the end of your next turn, your Speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, attack rolls against you have disadvantage, and you gain one additional reaction. A creature cannot be targeted by this power more than once in two rounds.


Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead.

Contortion

Contortion

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Duration
Concentration ()

When you attempt to move through a space one size smaller than your own, you can do so without squeezing. When attempting to slip free of ropes, shackles, or other similar restraints, or to escape a grapple, you gain advantage on ability checks and saving throws to do so.


Surge. You can spend +1 psionic point to manifest this power as a reaction to being grappled.

Enhance Mind

Enhance Mind

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Duration
Concentration ()

The target gains an expertise die to one mental ability check (Intelligence, Wisdom, or Charisma) of its choice. The expertise die can be rolled before or after the ability check is made but before the outcome is determined.

Exemplar

Exemplar

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Duration
Concentration ()

You have advantage on ability checks, attacks, and saving throws and gain a number of temporary hit points equal to your level.


Surge. You can spend +3 psionic points to target one additional creature you can see within short range (30 feet). The creature may later move out of range, become hidden, or turn invisible and still benefit from this power [requires power rating V].

Fortification

Fortification

(
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Duration
Concentration ()

You fortify yourself with psychic energy. You gain resistance to all damage types, immunity to poison, and advantage on all saving throws. Additionally, when you would take half damage from an effect which deals half damage on a successful  saving throw, you instead take no damage.

Growth

Growth

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Duration

Psychic power makes you taller and faster. Your size increases by one category and you gain an expertise die on weapon attacks. In addition, your reach increases by 5 feet, your Speed increases by 10 feet, you gain advantage on saving throws against combat maneuvers, and creatures have disadvantage on saving throws made against your maneuver DC.


Surge. You can spend +1 psionic point to target one willing creature instead.

Liquidity

Liquidity

(
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Duration
Concentration ()

Your movements are like flowing water. Your Armor Class increases by 2. You can spend 5 feet of movement to escape from restraints or grapples. Your movement and attacks aren’t penalized from squeezing or being underwater.

Psychic Resuscitation

Psychic Resuscitation

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Duration

You pour psionic energy into a creature which has died in the last hour. The target returns to life with full hit points, and is cured of any wounds, poisons or diseases it had at the time of death.

The target has 4 levels of fatigue and 4 levels of strife when it wakes. In addition, you also gain 2 levels of fatigue.

The stress on the target’s physiology is intense; a creature can only be revived with this power once per year.


Surge. You can spend +2 psionic points to resuscitate creatures which have died in the last 24 hours.

Regenerate Tissue

Regenerate Tissue

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Duration

You pour healing energy into a living creature. The target is restored to maximum hit points, and any conditions, except for tracked conditions, on it end.

Remedy

Remedy

(
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Duration

You infuse a living creature with your psychic energy, healing its injuries. The target regains 1d6 + your psionic ability modifier hit points.


Surge. For every additional +1 psionic points you spend you increase the number of hit points restored by an additional 1d6 hit points.

Shapeskin

Shapeskin

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Duration

Using psionic energy you alter your body, changing your appearance. You cannot alter your heritage, but you can change your facial features, hair length and color, alter your height by as much as 2 feet, and appear to be much lighter or heavier than you really are.

In addition, you can end the power’s duration early to either stop a source of ongoing damage (such as a bleeding wound) or temporarily harden your limbs to gain an expertise die to unarmed strike damage.

Telekine Limbs

Telekine Limbs

(
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Duration

Psychic energy flows out from your torso to form two psionic limbs that support and enhance your existing arms and legs. You choose what kind of psionic limbs this power grants when you manifest it.

Psionic Arm. You gain a climb speed equal to your Speed. In addition, on each of your turns you gain an expertise die to one of the following options for each psionic arm you possess: melee weapon attack roll, Strength check, Strength saving throw, melee weapon damage roll.

Weaken

Weaken

(
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Duration
Concentration ()

Until the power’s effects end, the target doesn’t benefit from any positive Strength, Constitution, or Dexterity modifiers.


Surge. You can spend +1 psionic point to target 2 additional creatures; +1 psionic point to increase the power’s range to Medium (60 feet) [requires power rating III]; +2 psionic points to also cause the target to make attack rolls and Strength, Dexterity, and Constitution saving throws with disadvantage [requires power rating IV].