Skip to main content

Levitation

Levitation

(
)
Duration
Concentration ()

You hover at a height of up to 30 feet. You can maintain your levitation as long as you concentrate. Your levitation ends if you become unconscious. When the power’s effect ends, you fall if you are off the ground. You can target one additional creature for each power rating you have gained above II.


Surge. You can spend +1 psionic point for you and any additional targets to float down gently for up to 30 feet when the duration ends.

Kinetic Barrage

Kinetic Barrage

(
)
Duration

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].

Intuition

Intuition

(
)
Duration

You spend time aligning yourself with the collective unconscious of the universe and gain an intuition die. You can have only one intuition die at a time. You can spend the die to gain a d6 expertise die for a single ability check or saving throw for your choice of one ability score chosen at the time of manifestation. As a reaction, you can grant the expertise die to a creature within 120 feet that can see or hear you instead of using it yourself.

Interjection

Interjection

(
)
Duration

Choose an unoccupied space within range between the source of a ranged attack and that attack’s intended target. You move a solid object into that space. The attack is made at disadvantage, or the target makes their saving throw at advantage.

Imbue Weapon

Imbue Weapon

(
)
Duration
Concentration ()

The target weapon is imbued with psychic energy, bonding with your psionic strength. The weapon gains a bonus of +2 to its damage, and you can use your manifesting ability instead of Strength for attack and damage rolls made using it. The effect ends if you use this reflex again or let go of the weapon. Beginning at 3rd level the weapon’s damage type can be psychic, and if the weapon is medium-sized or smaller it gains the thrown (10/30) property.

Horrifying Hallucination

Horrifying Hallucination

(
)
Duration
Concentration ()

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):

Hinder

Hinder

(
)
Duration
Concentration ()

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.

Growth

Growth

(
)
Duration

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.

Gravitic Fling

Gravitic Fling

(
)
Duration

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.

Future Vision

Future Vision

(
)
Duration

You use future knowledge to avoid an attack or other effect. As a reaction, after the effects of an attack, power, trap, or other event have been resolved, you can choose to avoid the effects of that event. This avoidance must be possible by the use of actions you are capable of which take one round or less to complete (you cannot dodge an attack while restrained, or move a mile to escape an orbital bombardment, for example) but it does not require any saving throw or ability check.