Borrowed Senses
Borrowed Senses
You form a telepathic bond with the target and are able to sense the world through its senses while it is within 120 feet of you. As long as it is within this range, you can use an action to see, hear, feel, smell, or taste the world through one of its senses until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body’s surroundings. As a bonus action, you may switch which of the target’s senses you are borrowing.
Crushing Psyche
Crushing Psyche
You drop the full weight of your psychic consciousness upon a creature, erasing its identity from its own mind. The target makes a Charisma saving throw or immediately loses all memory of who they are (creatures with a CR higher than your level gain advantage on this save). They retain all skills and abilities but cannot recall how they got them. Roll a d20 on the New Identity table to determine its new self-identity. This power only affects creatures with an Intelligence of 6 or higher.
Emote
Emote
You can covertly communicate simple concepts with the target via basic emotions, without needing to share a language. You are not able to convey complex ideas via this reflex.
Surge. You can spend +1 psionic point per creature to affect up to 3 targets; +1 psionic point to increase the duration to 1 hour [requires power rating III].
Empathic Sense
Empathic Sense
You gain an expertise die on ability checks made to detect or identify hidden emotions, imminent danger, and the use of supernatural powers.
Surge. You can spend +1 psionic point to target one willing creature instead; +1 psionic point to increase duration to 1 hour [requires power rating III].
Horrifying Hallucination
Horrifying Hallucination
You tap into the mind of the target to create a fearsome illusion so complete it can cause psychic harm. Only the target can see this illusion. When you manifest this power and at the end of each of its turns, the target makes a Wisdom saving throw.
On a failed save the target takes 2d10 psychic damage as you manifest one of the following (the effect persists for the duration unless you use a reaction to choose another):
Mask Presence
Mask Presence
You mask your presence from visible forms of detection, effectively rendering yourself invisible. This effect ends early if you exceed your Speed when moving, make an attack, or force another creature to make a saving throw.
When your power rating is equal to or greater than III, the power’s effect does not end when you exceed your Speed or make an attack. When your power rating is equal to or greater than V, you can target up to 4 willing creatures at once.
Memory Control
Memory Control
You steal or alter a creature’s thoughts or memories. The target has advantage on its saving throw if you or your allies are in combat with it. When you manifest this power, select one of the following options:
Alter Memory. You dictate changes to any memories of an event that took place within the last 24 hours and lasted 10 minutes or less to the target in a language you both understand.
Mental Domination
Mental Domination
You overpower your target’s mind, forcing it to do your bidding. The target makes a Wisdom saving throw. On a success, the power has no effect.
If the target fails the saving throw, for the duration of the power you may issue instructions (no action required) which it will do its best to obey. The target must be able to hear and understand the instructions.
Mindsnare
Mindsnare
The target makes a manifesting ability saving throw or its thoughts turn inward upon itself creating an internal reality from which it cannot easily escape. If it does not have the ability to use psionic power, it rolls an Intelligence saving throw with disadvantage.
Mirage
Mirage
You create an illusory image in the target’s mind that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm. While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a bird moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the bird flies).
Push Thought
Push Thought
Creatures that cannot be charmed are immune to this power. Suggest an activity phrased in a sentence or two. The target is psychically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the effect of this power.
The target carries out the activity suggested by you as well as it can. The effect of this power ends early once the target has carried out the activity.
Read Mind
Read Mind
You scan for thinking creatures in range and probe a creature’s mind to read its thoughts by focusing on it. The creature makes a Wisdom saving throw. On a successful save, you fail to read the creature’s thoughts, and the creature gains an expertise die on saves against this power for the next 24 hours; unlike normal, this expertise die has a maximum of 1d12.
Silent Passenger
Silent Passenger
You psychically inhabit the corporeal body of another creature, perceiving all its thoughts, actions, and sensations as if they are your own. While in this state you are unaware of your own physical surroundings. A creature that fails its initial saving throw may make an additional saving throw every 15 minutes; on a success your presence is ejected and the creature is aware it was inhabited, though not by whom or for how long.
Telepathic Messaging
Telepathic Messaging
You can use a bonus action to send a telepathic message of 25 words or less to a creature you are focused on. It can reply with a bonus action while you are focused on it.
Surge. You can spend +3 psionic points to increase range to Unlimited [requires power rating IV].