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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.

Cold Snap

Cold Snap

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Duration
Concentration ()

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.

Enervate

Enervate

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Duration
Concentration ()

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.

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.

Manifest Antimatter

Manifest Antimatter

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Duration

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

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Duration
Concentration ()

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

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Duration

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

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Duration
Concentration ()

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.

Power Grab

Power Grab

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Duration
Concentration ()

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:

Psychic Thrust

Psychic Thrust

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Duration

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.

Psychometry

Psychometry

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Duration

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.

Silent Passenger

Silent Passenger

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Duration
Concentration ()

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.

Sonic Wave

Sonic Wave

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Duration

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.

Sunder

Sunder

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Duration

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.

Telejump

Telejump

(
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Duration

You teleport to an unoccupied space you can see within range.


Surge. You can spend +1 psionic point to teleport twice this turn and take your action in between as long as the total distance traveled does not exceed 30 feet.

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].