Alter Matter
Alter Matter
You touch one unattended nonliving object no bigger than a 10-foot cube causing it to spontaneously rematerialize as a different object or the same object made of a different material. In either case, the new object has the same mass (though not necessarily size) and similar or lesser monetary value as the original. It can resemble an object you have seen before but cannot have complex moving parts or technological capability, such as a working firearm, credit chit, or computer.
Binding
Binding
The target creature makes a Strength saving throw. On a failure, it is restrained. At the end of each of its turns, the target makes another saving throw, ending the condition on a success.
Surge. You can spend +3 psionic points to paralyze the target instead [requires power rating II].
Block Psionics
Block Psionics
You block psionic powers which would otherwise affect you. When you are the target of a psionic power of Power Level IV or below, you may choose to have the power not affect you. This does not prevent the power affecting your surroundings or allies.
If a psionic power is already affecting you when you manifest this power, the effects are temporarily suppressed until this power ends, at which point any effects resume as normal.
Bolster
Bolster
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
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.
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.
Clairaudience
Clairaudience
Choose a location within range which you have been to before. For the duration of the power, you are able to hear the events in that location as though you were there.
Surge. You can spend +1 psionic point to increase the range of this power to 1 mile.
Clearsight
Clearsight
The target gains truesight to a range of 60 feet.
Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead; +2 psionic points to target up to 3 willing creatures within 30 feet of each other instead [requires power rating V].
Cold Snap
Cold Snap
You harness the latent energies of the cosmos and direct them with your mind. The target takes 1d6 cold damage and is rattled until the start of your next turn.
The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.
Combust
Combust
You harness the latent energies of the cosmos and direct them with your mind. The target takes 1d10 fire damage. Any unattended flammable objects within 5 feet of the target spontaneously combust.
The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.
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.
Cryogenic Conduit
Cryogenic Conduit
Sheets of freezing cold blast outward from your hands in a 60-foot cone. Each creature in the area takes 4d6 cold damage and is slowed. On a successful Dexterity saving throw, a creature takes half damage and isn’t slowed.
The damage increases by 1d6 each time your power rating increases beyond III.
Delay Inertia
Delay Inertia
The target becomes immune to bludgeoning, piercing, and slashing damage. Any damage that the target would take is delayed, and at the end of the power’s duration it is dealt all at once.
Surge. You can spend +2 psionic points to target an object of Gargantuan size [requires power rating V]; +4 psionic points to target an object of Titanic size [requires power rating VII].
Drain Power
Drain Power
Make a melee psionic attack against an adjacent creature. On a success you reduce that creature’s current psionic points total by 1d4+1 psionic points.
If the target has no psionic points, this power has no effect.
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].
Enervate
Enervate
You target a creature within range and overtax its psyche. The target makes an Intelligence saving throw or suffers the enervated condition until the end of your next turn. If the target is able to use psionic powers, it can make a manifesting ability saving throw instead.
Exemplar
Exemplar
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].
Farsight
Farsight
You can clearly see details of things at a distance as if they were nearby. Focus on a spot in the distance to which you have line of sight (in ideal environmental conditions on a planet with a breathable atmosphere line of sight can generally reach up to 3 miles). You can see as if you are standing in that spot.
Surge. You can spend +1 psionic point to target one willing creature instead.
Floating Thought
Floating Thought
Grasping upon the air itself, you imbue a gust of wind with psychic energy. You are able to see and hear the world within 30 feet of the floating thought, but you are blind and deaf to your body’s surroundings for the duration. The floating thought travels with the wind and you have no control over its movement.
Surge. You can spend +1 psionic point to gain control of the floating thought’s movement, moving it up to 10 feet each turn; +2 psionic points to not be blind and deaf to your own surroundings [requires power rating IV].
Force Field
Force Field
You create an invisible forcefield at a point you choose. The forcefield is 1/4 inch thick and can be free floating or resting or connected to a solid surface. You may form it into a hemispherical dome or sphere, either with a radius of up to 10 feet. Alternatively, you may create a horizontal, vertical, or diagonal surface made up of up to a contiguous group of ten 10-foot square sections.
Fortification
Fortification
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.
Fortress of Iron Will
Fortress of Iron Will
You can exert your will to manifest a floating safehouse to guard you and those under your protection. The structure counts as a haven and can take any form you imagine (such as a building, garden, spaceship, or the like) that comfortably accommodates 4 Medium creatures and 1 Large creature. The structure occupies a physical space with up to 200 square feet of floor space. Creatures within the safehouse cannot be targeted by a psionic or other supernatural attack.
Gravitic Fling
Gravitic Fling
You grab your target with the power of your mind and repeatedly smash it into the ground, the ceiling, walls, or nearby objects. The target makes a Strength saving throw. On a failure the target takes 10d8 bludgeoning, piercing, or slashing (your choice) damage and is knocked prone. On a successful saving throw, the target takes half damage and is not knocked prone.
Growth
Growth
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.
Hinder
Hinder
Mundane objects (like rope, vines, blankets, or loose clothing) in a 20-foot square area centered on the target begin writhing and undulating like living creatures. For the duration of the power’s effect, the area is difficult terrain.
A creature in the area when you manifest this power makes a Strength saving throw or becomes restrained as the objects wrap around it. A restrained creature can use its action to make a Strength check against your psionics save DC, freeing itself on a success.
When the power ends, the objects drop harmlessly to the ground.
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):
Kinetic Barrage
Kinetic Barrage
With immense psionic power you fling down a storm of psychic force that barrages a 20-foot radius dealing 35 (10d6) force damage to each creature in the area.
Surge. You can spend +1 psionic point to deal psychic damage and force targets to make an Intelligence saving throw instead [requires power rating VI].
Liquidity
Liquidity
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.
Manifest Antimatter
Manifest Antimatter
You target one creature or object within 30 feet and create antimatter in the same space. A targeted creature makes a Dexterity saving throw or takes 10d8 force damage and until it receives healing equal to the initial damage, it cannot benefit from rest as the antimatter continues to interact with the creature’s matter over time. A creature reduced to 0 hit points is obliterated, leaving behind nothing but atomic particles, along with anything it was wearing or carrying (except indestructible items).
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).
Point Singularity
Point Singularity
You create a singularity–a miniature black hole–which remains in the target square for the power’s duration.
Any object or creature which begins its turn in that square and which is able to move makes a Strength saving throw. On a failure, or if it is unable to move, the creature or object takes 10d12 bludgeoning damage and is restrained until the start of its next turn; on a successful saving throw it moves into an adjacent square and is not restrained.
Portal
Portal
You create a portal through space to a location you can see within range. While the portal remains in place, any creatures or objects of Large size or smaller can pass through it in either direction, appearing at the other end of the portal.
Power Grab
Power Grab
You telekinetically reach out and hold a target within range. Make a ranged psionics attack. On a hit, the target is grappled. You can levitate the target 5 feet off the ground as part of the same action. While it remains grappled, you can use a bonus action to activate one of the following effects:
Precognition
Precognition
Attuning yourself with the environment, you gain a sense of the immediate future. You cannot determine specific events, but you do get a warning feeling when danger is imminent. You gain an expertise die on initiative checks.
Surge. You can spend +1 psionic point to gain advantage on initiative checks.
Project Objects
Project Objects
You lift several pebble-sized objects within range and hurl them with your mind. Make a ranged psionic attack with the objects against a target within range. On a hit, the target takes bludgeoning damage equal to 1d6 + your manifesting ability modifier.
The base damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Surge. You can spend +1 psionic point to target an additional creature or object within 30 feet of the first target [requires power rating II].
Psychic Barrier
Psychic Barrier
You create a psychic barrier which blocks extrasensory intrusion. While the power remains active, no clairsentience power can view, sense, or detect the area covered.
Surge. You can spend +1 psionic point to put the barrier in place for the duration of a long rest [requires power rating IV].
Psychic Thrust
Psychic Thrust
You push a target with pure psychic energy. Make a psionic attack roll against the target’s armor class. On a hit you deal 1d4 force damage and push the target 10 feet. Creatures or objects of size Huge or larger, or objects that are anchored (such as doors) are not pushed, but they still take the damage.
Surge. You can spend +1 psionic point to increase the push effect to 10 feet, and +2 psionic points to affect Huge creatures.
Psychic Touch
Psychic Touch
You sense the presence of psychic energies and psionic activities within an object or creature you can touch. You automatically know if the creature or object has been psychically altered or imbued with psychic energy.
Surge. You can spend +1 psionic point to determine the psionic discipline the creature or object has been imbued with.
Psychometry
Psychometry
You learn a single piece of important information from an object you touch or a location you are in. The size of the location is at the discretion of the Narrator, but is usually not bigger than a single room.
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.
Pyrotechnic Conduit
Pyrotechnic Conduit
A burst of flame explodes in a 10-foot radius around a spot you choose within range. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage. On a successful Dexterity saving throw, a creature takes half damage.
The damage increases by 1d6 each time your power rating increases beyond III.
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.
Remedy
Remedy
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.
Sense Presence
Sense Presence
You sense the presence of psionic creatures, and their psionic rating, within range of the power. You are not able to determine their direction or distance, merely that they are within range of the power; nor are you able to identify the subjects or gain any other information about them.
Surge. You can spend +1 psionic point to increase the effect’s range to 1 mile [requires power rating III].
Slow Time
Slow Time
You slow down time for yourself. For the duration of the power you gain the following benefits:
- You gain one additional action on your turn
- All attacks have disadvantage to hit you
- You make all saving throws with advantage
- Your Speed increases by +10 ft.
Surge. You can spend +1 psionic point to increase your Speed by +20 ft. instead, or +2 psionic points to increase it by +30 ft. Additionally, you can spend +2 psionic points to make all attacks with advantage [requires power rating V].
Sonic Conduit
Sonic Conduit
A ground-quaking vibration emanates in a 10-foot radius around a point you choose within range. Creatures in the area take 4d6 thunder damage and are deafened until the beginning of your next turn. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Any mundane items within the area that are not worn or carried also take damage. On a successful Constitution saving throw, a creature takes half damage and is not deafened.
The damage increases by 1d6 each time your power rating increases beyond III.
Sonic Wave
Sonic Wave
You harness the latent energies of the cosmos and direct them with your mind. Targets in the area take 1d6 thunder damage and have disadvantage on the first attack roll they make before the end of its next turn.
The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.
Static Discharge
Static Discharge
You harness the latent energies of the cosmos and direct them with your mind. Make an unarmed melee attack. On a hit the target takes 1d10 lightning damage and can’t take reactions until the start of its next turn.
The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.
Sunder
Sunder
You burst open a door or other portal with psychic energy. Make a ranged psionic attack against the door’s armor class. On a hit, the door is violently burst open.
Supernova
Supernova
A massive explosion of energy bursts from you in all directions, blasting everything within 30 feet. Choose an energy type when you first learn this power from fire, cold, thunder, or lightning. All creatures and objects within the area make a Dexterity saving throw. On a failed save, they take 10d8 damage of the type you selected and are pushed 10 feet and knocked prone. On a success, they take half damage and are not pushed or knocked prone.
Surface Control
Surface Control
Every step you take is enabled by your force of will; the ground is psychically altered to suit your needs. For the duration you ignore difficult terrain. In addition, choose one of the following:
Melt. Your footsteps burn away ice or vegetation. Any cold- or plant-based difficult terrain in 5-foot squares through which you move is destroyed.
Skate. A patina of ice on your soles makes you quicker, increasing your Speed by 20 feet.
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].
Third Eye
Third Eye
You can see a specific place in your mind’s eye as if you were there in person. You can see what is going on but cannot hear sounds. As a bonus action, you can turn around up to 360°. As an action you can move your point of view up to your Speed.
Translocate
Translocate
You teleport to any unoccupied place you can see within range. As a reaction to any bonus action or free action you take when you arrive, you can teleport again, as long as the combined distance traveled does not exceed 500 feet.
You can bring along objects if their weight doesn’t exceed what you can carry.
Voltaic Conduit
Voltaic Conduit
Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.
The damage increases by 1d6 each time your power rating increases beyond III.
Weaken
Weaken
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].