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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.

Psychic Touch

Psychic Touch

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Duration

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.

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.

Psionic Reflection

Psionic Reflection

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Duration

You attempt to interrupt a creature in the process of manifesting a psychic power, redirecting it at a target of your choosing. The power’s level must be less than your power rating. Make a manifesting ability check (DC 10 + the power’s level). On a success, you can choose a new target for the creature’s power within the power’s range.

If the creature spent any surge points to manifest its power, you must spend an equivalent number of points to reflect it, otherwise this power fails.

Psionic Disruption

Psionic Disruption

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Duration

You attempt to interrupt a creature in the process of manifesting a psychic power, dissipating the energy used. If the power’s level is greater than your power rating, the psionic disruption fails and has no effect. If the power’s level is equal to or less than your power rating, make a manifesting ability check (DC 10 + the power’s level). On a success, the creature’s power fails and has no effect.

Project Objects

Project Objects

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Duration

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].

Precognition

Precognition

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Duration
Concentration ()

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.

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:

Portal

Portal

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Duration
Concentration ()

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.

Point Singularity

Point Singularity

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Duration
Concentration ()

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.

Pagination