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.
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.
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.
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].
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.
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].
Bend Space
Bend Space
You distort the fabric of space around you, making it appear that you are somewhere you are not. When you are targeted by an attack, you can use your reaction to manifest this power and gain +1 to your armor class for the purposes of that attack.
Surge. You can spend +1 psionic point to increase your AC bonus to +2, or +2 psionic points to increase it to +3.
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.
Adrenalize
Adrenalize
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.
Duels: Spectator Actions
Duels: Spectator Actions
Watching a one-on-one encounter is not a passive affair—bystanders can alter the flow of combat even from the sidelines. Once per round, one spectator from each side can perform a spectator action at any point, as though they were using a reaction. Spectators should confer amongst themselves what spectator actions they would be best suited for before the duel begins and, during the combat, who should use one on a given round, to prevent confusion.
Onlookers should be advised, however, that any interference more direct than a spectator action is likely to be penalized, potentially by forfeit of the match or loss of points in a tournament setting or vicious reprisals in a more violent one. Because of the boisterous atmosphere, spectators can’t recover exertion during a one-on-one encounter.
Boo
You loudly make your disapproval of a combatant known. Choose a combatant and make an Intimidation check. The chosen combatant makes a Wisdom saving throw with a DC equal to your result. On a failure, it loses a duel action.
Cheer
You play a stirring chord or roar your approval for your champion. Make an opposed Performance check against the enemy combatant’s passive Intimidation. On a success, the combatant of your choice gains an expertise die to their next roll to perform a duel action.
Lend Strength
Prerequisite: Proficiency with at least one combat tradition
You shout advice or encouraging words, giving your champion additional vigor. Roll 1d4. You then expend a number of exertion points equal to the result to grant exertion points equal to half that amount to the combatant of your choice. If you do not have enough exertion points, you instead expend those you have left and suffer a level of fatigue for each point left over. Your combatant does not receive exertion for these left over points. You can’t use this spectator action if your exertion pool is empty.