The Psionics Handbook (5e Sourcebook)

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Author: Ghostwheel (talk)
Date Created: December 3 2020
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Contents

The Psionics Handbook[edit]

While similar to magic, psionic comes from an entirely different source. Magic comes from the outside, but interacting with the Weave or some other source of power. Sorcerers have an instinctive grasp for how to interact with it, and use their growing power to do so. On the other hand, wizards draw complex formulas and strange symbols as mnemonic reminders for how to use magic power, while a warlock borrows power directly from their patron and mimics their innate abilities to change the world, and a cleric draws power directly from their deity to manifest the deity's will upon the universe.

Psionics however, comes entirely from within, beholden to no one but themselves, for their ability comes from a focused mind, or overflowing emotions and faith to shape their power. A child crying out and causing objects to move from the force of their feelings and will is using psionics, rather than the intricate formulas required for magic.

This sourcebook provides the rules for manifesting powers. While both monsters and player characters can use psionics in various ways, powers follow the rules here. It will follow the spellcasting chapter provided in the Player's Handbook in many ways, but is different enough to require its own sourcebook. While there is a manifester class, the term "manifester" when used here describes any character that can manifest a power.

What is a Power?[edit]

A power is a discrete psionic effect, a single shaping of the raw psionic powers latent in a person into a specific, limited expression. In manifesting a power, a character shapes the power within their mind into something that carves its own identity into the universe in order to unleash the desired effect, often in the span of seconds.

Power Level[edit]

Every power has a level from 0 to 5. A power's level is a general indicator of how powerful it is, with the lowly (but still impressive) energy ray at 1st level and the incredible cranial deluge at 5th. Talents are simple but powerful powers that characters can manifest almost by rote that are considered level 0. The higher a power's level, the higher level a manifester must be to use that power.

Power level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 5th level, to manifest a 5th-level power.

Known Powers[edit]

Before a manifester can use a power, he or she must have the psionic energy firmly fixed in mind into a specific form. Members of a few classes have a limited list of powers they know that are always fixed in mind. The same thing is true of many monsters that use psionics.

In every case, the number of powers a manifester can have fixed in mind at any given time depends on the character's level according to their class.

Psionic Energy Dice[edit]

Regardless of how many powers a manifester knows or prepares, he or she can manifest only a limited number of powers before resting. Manipulating the power of the mind and shaping it into even a simple power is physically and mentally taxing, and higher level powers are even more so. Each character that can manifest powers has a number of Psionic Energy dice equal to twice their proficiency bonus, and the size of these dice increases as they increase in level.

When a character manifests a power, he or she expends a number of Psionic Energy dice equal to that power's level. If a specific power calls for a roll of a character's Psionic Energy dice, roll a number of Psionic Energy dice equal to that creature's proficiency bonus without expending them. Finishing a long rest restores all of a character's Psionic Energy dice.

Some characters and monsters have special abilities that let them manifest powers without using Psionic Energy dice.

Psionic Energy Dice and Multiclassing[edit]

If you take two or more classes that grant Psionic Energy dice, add them up for the total size of the Psionic Energy dice; however, you do not gain more Psionic Energy dice even if you would gain them from two different sources, nor do you gain access to higher-level powers due to multiclassing in different classes that grant powers and Psionic Energy dice.

Augmentation[edit]

When a manifester manifests a power, they can spend additional Psionic Energy dice to augment the power further. However, a character is unable to spend more Psionic Energy dice than the level of their highest-level known power plus one.

Certain powers will ask the manifester to roll their Psionic Energy dice spent on the power. In such a case, the sum of the additional dice spent on the power is added to the original number.

Critical Success and Failure[edit]

Some powers have additional effects on a critical success or critical failure when the affected creature rolls a saving throw. A creature is considered to have achieved a critical success if the result of their saving throw is at least 10 higher than the DC, or if they roll a natural 20 on their saving throw. On the other hand, a saving throw is considered to be a critical failure if the result of the saving throw is at least 10 lower than the DC, or if the roll is a natural 1.

Talents[edit]

A talent is a power that can be manifested at will, without using Psionic Energy dice and without being prepared in advance. Repeated practice has fixed the power in the manifester's mind and infused the manifester with the psionic energy needed to produce the effect over and over. A talent's power level is 0.

Manifesting a Power[edit]

When a character manifests any power, the same basic rules are followed, regardless of the character's class or the power's effects.

Each power description begins with a block of information, including the power's name, level, discipline of psionics, manifesing time, range, display, and duration. The rest of a power entry describes the power's effect.

Manifestation Time[edit]

Most powers require a single action to manifest, but some powers require a bonus action, a reaction, or much more time to manifest.

Bonus Action[edit]

A power manifest with a bonus action is especially swift. You must use a bonus action on your turn to manifest the power, provided that you haven't already taken a bonus action this turn. You can't manifest another power during the same turn, except for a talent with a manifestation time of 1 action.

Reactions[edit]

Some powers can be manifested as reactions. These powers take a fraction of a second to bring about and are manifested in response to some event. If a power can be manifested as a reaction, the power description tells you exactly when you can do so.

Longer Manifestation Times[edit]

Certain powers require more time to manifest: minutes or even hours. When you manifest a power with a manifestation time longer than a single action or reaction, you must spend your action each turn manifesting the power, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the power fails, but you don't expend Psionic Energy dice. If you want to try manifesting the power again, you must start over.

Range[edit]

The target of a power must be within the power's range. For a power like mind thrust, the target is a creature. For a power like concussive blast, the target is the point in space where the wave of force originates from.

Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch. Other powers, such as the deflection power, affect only you. These powers have a range of self.

Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power's effect must be you (see "Areas of Effect" later in the this chapter).

Once a power is manifested, its effects aren't limited by its range, unless the power's description says otherwise.

Display[edit]

When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or enemies during combat. The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity.

Auditory[edit]

A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful Wisdom (Perception) check. Some powers describe unique auditory displays.

Material[edit]

The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated manifesters recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert.

Mental[edit]

A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays.

Olfactory[edit]

An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester’s option).

Visual[edit]

The manifester’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power.

Duration[edit]

A power's duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until the powers are dispelled or destroyed.

Instantaneous[edit]

Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its power exists only for an instant.

Concentration[edit]

Some powers require you to maintain concentration in order to keep their energy active. If you lose concentration, such a power ends.

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

Manifesting another power that requires concentration. You lose concentration on a power if you manifest another power that requires concentration. You can't concentrate on two powers at once.

Taking damage. Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.

Being incapacitated or killed. You lose concentration on a power if you are incapacitated or if you die.

The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

Targets[edit]

A typical power requires you to pick one or more targets to be affected by the power's effects. A power's description tells you whether the power targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a power has a perceptible effect, a creature might not know it was targeted by a power at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a power says otherwise. A creature always knows if they are required to make a save against an effect, though they do not necessarily know the origin of the effect.

A Clear Path to the Target[edit]

To target something, you must have a clear path to it, so it can't be behind total cover.

If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself[edit]

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you manifest, you can target yourself.

The Psionic Disciplines[edit]

Beneath the power name is a line giving the discipline that the power belongs to.

Every power is associated with one of six disciplines. A discipline is a group of related powers that work in similar ways. Each of the disciplines is discussed below.

Clairsentience[edit]

Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.

Metacreativity[edit]

Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands.

A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance. Psionic creatures created with metacreativity powers are considered constructs, not outsiders.

A creature or object brought into being cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the power’s range, but it does not have to remain within the range.

Psychokinesis[edit]

Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power’s standard display (see Display, below), such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.

Psychometabolism[edit]

Psychometabolism powers change the physical properties of some creature, thing, or condition.

Psychoportation[edit]

Psychoportation powers move the manifester, an object, or another creature through space and time.

Telepathy[edit]

Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.

Areas of Effect[edit]

Powers such as concussive blast cover an area, allowing them to affect multiple creatures at once. A power's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object.

A power's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the power's area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone[edit]

A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.

A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.

Cube[edit]

You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.

A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.

Cylinder[edit]

A cylinder's point of origin is the center of a circle of a particular radius, as given in the power description. The circle must either be on the ground or at the height of the power's effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The power's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder's point of origin is included in the cylinder's area of effect.

Line[edit]

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

Sphere[edit]

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.

A sphere's point of origin is included in the sphere's area of effect.

Combining Psionic Effects[edit]

The effects of different powers add together while the durations of those powers overlap. The effects of the same power manifested multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus—from those manifestations applies while their durations overlap, or the most recent effect applies if the manifestations are equally potent and their durations overlap.

The Power of the Mind[edit]

Psionic powers spring from sentient minds. Even an undead creature or a being that has no physical form can create a reserve of inner strength necessary to manifest powers. However, most beings have their mind's potential locked away, either by a lack of talent or by years of conformity to a system of beliefs that enforce upon them the values of the universe, telling them that they are unable to do anything their physical body is unable to interact with.

However, some beings break these shackles and free their minds, allowing them to interact in some shared capacity with the world. Each psionic creature has a mindscape in which they manipulate their psionic power through their psionic avatars, forcing it in patterns to effect the world in specific ways. In some worlds, users of more conventional magic despise and repudiate those who can wield psionic powers, for they can do so even when a mage is in an area where magic is dead such as a dead magic zone or an antimagic field.

While most psionic powers cannot be countered through the use of the counterspell spell, they can be dispelled by using the dispel magic spell. If a powers replicates the effects of a spell, counterspell can be used to counter it, with the power's effect level being equal to the number of Psionic Energy dice spent on the power. If an effect would affect spellcasting, such as the slow spell, what would end the invisibility spell, or the dazed condition, powers are affected in the same way.

Powers and Descriptions[edit]

List of Powers[edit]

Talents[edit]

1st Level[edit]

2nd Level[edit]

3rd Level[edit]

4th Level[edit]

5th Level[edit]

Power Descriptions[edit]

Animal Affinity[edit]

2nd level Psychometabolism
Manifestation Time: 1 action
Range: Self
Display: Material
Duration: Concentration, up to one hour

This power duplicates the effects of the Enhance Ability spell.

Augmentation: If you spend three additional Psionic Energy dice on this power, you no longer need to concentrate on it to maintain it.

Assimilate[edit]

5th level Psychometabolism
Manifestation Time: 1 action
Range: Touch
Display: Auditory and visual
Duration: Concentration, up to one minute

A living creature touched by you is assimilated into your body, providing you with sustenance. The touched creature must make a Constitution saving throw or immediately be sucked into your body, becoming incapacitated. At the start of each of the creature's turns, it automatically takes force damage equal to a roll of your Psionic Energy dice, and then makes an additional Constitution saving throw. On a successful saving throw it is no longer incapacitated, and reappears in an unoccupied adjacent space of your choice. If you kill a creature through the use of this power, you do not have to eat or drink to sustain yourself for 24 hours and regain a number of Psionic Energy dice equal to the creature's proficiency bonus.

Augmentation: For every additional Psionic Energy die spent on this power, roll an additional die of damage whenever this power would deal damage.

Critical Fail: The creature also takes force damage equal to a roll of your Psionic Energy dice.
Success: The creature takes force damage equal to a roll of your Psionic Energy dice as it is partially assimilated.
Critical Success: The creature is unaffected by the power.

Attraction[edit]

1st level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Concentration, up to one minute

You plant the desire for a given object in the mind of a target you can see, forcing the creature to roll a Wisdom saving throw. On a failed saving throw the creature will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction, though it does not suffer from blind obsession. If the object is in your possession, the creature is charmed by you for the duration. If the creature is in combat, it has disadvantage on attack rolls for the duration while the object is in your possession, but may repeat the saving throw at the end of each of its turns, ending the effect on a successful saving throw.

Augmentation: If you spend two additional Psionic Energy dice, the initial saving throw against this power is made at disadvantage.
Augmentation: For each additional Psionic Energy die spent, you may have this power affect an additional creature within its range.

Critical Fail: The creature is so enamored by the object that attacks against it are made at advantage for the duration while in combat.
Success: The creature is only momentarily affected, and is affected by the power though the duration is reduced to one round, or until after it makes an attack if it is in combat.
Critical Success: The creature is unaffected by the power.

Aversion[edit]

2nd level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory and material
Duration: Concentration, up to one minute

You plant a powerful aversion in the mind of the subject to an individual or a physical object in the mind of a creature you can see within, forcing that creature to make a Wisdom saving throw. On a failed saving throw, the creature becomes frightened of the individual or physical object for the duration. The target can repeat the saving throw at the end of each of their turns, ending the effect on a successful saving throw.

Augmentation: For each additional Psionic Energy die spent, you may have this power affect an additional creature within its range.

Critical Fail: The creature is so frightened that its psyche is damaged, causing it to take psychic damage equal to a roll of the Psychic Energy dice expended to manifest this power.
Success: The creature is only momentarily affected, and is affected by the power though the duration is reduced to one round.
Critical Success: The creature is unaffected by the power.

Baleful Teleport[edit]

3rd level Psychoportation
Manifestation Time: 1 action
Range: 60 feet
Display: Material and visual
Duration: Instantaneous

A target you can see must make a Charisma saving throw as you you psychoportively disperse minuscule portions of their body. On a failed saving throw, they take force damage equal to two rolls of your Psychic Energy dice.

Augmentation: Roll two additional die of damage for each additional Psionic Energy die spent.

Critical Fail: Choose an unoccupied space on solid ground you can see within 60 feet of the target; the target teleports there.
Success: The target takes half of the rolled damage.
Critical Success: The target is unaffected by the power.

Bend Reality[edit]

5th level Clairsentience
Manifestation Time: 1 action
Range: Self
Display: Visual
Duration: Instantaneous

This power allows you to bend the very cosmos to your will. Simply by imaging it, you can change reality in accordance to your wishes.

The basic use of this power is to duplicate any other power of 2th level or lower. You don't need to meet any requirements in that power. The power simply takes effect. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the change in reality, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of your lack of ability to see the consequences of your power. For example, changing reality so that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, bending reality to ask for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this power to produce any effect other than duplicating another power weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that power. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Augmentation: For each additional Psionic Energy you spend, you can duplicate a power of one higher level when you use the basic use of this power.

Bestow Power[edit]

3rd level Telepathy
Manifestation Time: 1 minute
Range: Touch
Display: Mental
Duration: 8 hours

When you manifest this power, choose one of the powers you know. For the duration of this power, the target gains one Psionic Energy die and is able to manifest the chosen power using that Psionic Energy die, or their own should they already possess Psionic Energy dice.

You are unable to manifest the bestowed power (and effectively do not know it) and the maximum number of Psionic Energy dice you can have is reduced by one for the duration of this power.

Augmentation: For every additional Psionic Energy die expended, the target gains one additional Psionic Energy die, and the maximum number of Psionic Energy dice you can have is reduced by one more.

Biofeedback[edit]

3rd level Psychometabolism
Manifestation Time: 1 action
Range: Self
Display: Material and visual
Duration: Concentration, up to 1 minute

When you manifest this power, you either gain resistance to non-magical bludgeoning, piercing, and slashing damage, or to one type of damage of your choice.

Augmentation: If you spend three additional Psionic Energy dice on this power, you no longer need to concentrate on it to maintain it.

Body Adjustment[edit]

2nd level Psychometabolism
Manifestation Time: 1 action
Range: Self
Display: Auditory and material
Duration: Instantaneous

When you manifest this power, roll you Psionic Energy dice and regain a number of hit points equal to the result. You cannot regain more than half your hit points through the use of this power.

Augmentation: For every additional Psionic Energy die you spend on this power, you may roll additional dice equal to half your proficiency bonus. Augmentation: If you spend three additional Psionic Energy dice on this power, you may manifest it as a bonus action.

Body Equilibrium[edit]

2nd level Psychometabolism
Manifestation Time: 1 action
Range: Touch
Display: Material and visual
Duration: 1 hour

When you manifest this power, you can adjust the equilibrium of the touched creature's body to correspond with any solid or liquid that they stand on. Thus, they can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). If the target falls while under the effect of this power, reduce the fall damage taken by half.

Augmentation: For every additional Psionic Energy die you spend on this power, you may roll target an additional creature.
Augmentation: If you spend two additional Psionic Energy dice on this power, you may manifest it as a reaction in response to falling.

Body Purification[edit]

3rd level Psychometabolism
Manifestation Time: 1 action
Range: Touch
Display: Auditory and material
Duration: Instantaneous

This power duplicates the effects of the lesser restoration spell.

Bolt[edit]

Psychokinesis talent
Manifestation Time: 1 action
Range: 60 feet
Display: Material
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface or a creature. If the object would strike a creature, force the creature to roll a Dexterity saving throw. On a failed saving throw, roll your Psionic Energy dice, and the creature takes the result as bludgeoning damage.

Augmentation: Roll an additional die of damage for each additional Psionic Energy die spent, and the damage is considered magical bludgeoning.

Critical Fail: Double the number of dice rolled for the damage taken by the target.

Brain Lock[edit]

2nd level Telepathy
Manifestation Time: 1 action
Range: 90 feet
Display: Material and visual
Duration: Concentration, up to 1 minute

You attempt to lock the brain of the target down, forcing a creature you can see to make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. On each of your turns, you must spend an action to maintain your grip on their mind or the duration ends. At the end of each of their turns, the target can attempt an additional saving throw to end the effects of this power.

Augmentation: For every two additional Psionic Energy dice spent, you may target an additional creature with this power.

Critical Fail: The creature takes psychic damage equal to a roll of the Psychic Energy dice expended to manifest this power.
Success: The creature is unaffected by the power.

Burst[edit]

1st level Psychoportation
Manifestation Time: 1 action
Range: Self
Display: Auditory
Duration: Concentration, up to 10 minutes

This power duplicates the effects of the expeditious retreat spell.

Call Weaponry[edit]

1st level Psychoportation
Manifestation Time: 1 action
Range: 0 feet
Display: Material
Duration: Concentration, up to 1 hour

You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don’t have to see or know of a weapon to call it; in fact, you can’t call a specific weapon, you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated.

Weapons gained by call weaponry are distinctive due to their astral glimmer.

Augmentation: If you spend an additional Psionic Energy die on this power, the weapon is considered magical.
Augmentation: For ever additional Psionic Energy die spent on this power, increase attack rolls and damage rolls made when attacking with this weapon by one, up to a maximum of +3.

Call to Mind[edit]

1st level Telepathy
Manifestation Time: 1 reaction in response to making an Intelligence check
Range: Self
Display: Mental
Duration: Instantaneous

You gain advantage on an Intelligence (Arcana), Intelligence (History), Intelligence (Nature), or Intelligence (Religion) check made to gain information as you recall natural memories and knowledge otherwise inaccessible to you which were previously buried in your subconscious.

Catfall[edit]

1st level Psychoportation
Manifestation Time: 1 reaction in response to falling
Range: Self
Display: Auditory
Duration: Instantaneous

When you reach the ground after manifesting this power, you always land on your feet regardless of how far you fell. Furthermore, treat the fall as though it were 10 feet shorter than it actually is.

Augmentation: For every additional Psionic Energy die spent on this power, treat the fall as though it were another 20 feet shorter.

Chameleon[edit]

2nd level Psychometabolism
Manifestation Time: 1 action
Range: Touch
Display: Olfactory
Duration: Concentration, up to 1 hour

The target's skin and equipment take on the color and texture of nearby objects, including floors and walls, while their footfalls are muffled and indistinct. The target has a +10 bonus to Dexterity (Stealth) checks.

Augmentation: For every additional Psionic Energy die spent on this power, you can target an additional creature.

Clairtangent Hand[edit]

3rd level Clairsentience
Manifestation Time: 1 action
Range: 30 feet
Display: Auditory, mental, and visual
Duration: Concentration, up to 1 minute

This power duplicates the effects of the mage hand spell, except it doesn't vanish if it is more than 30 feet away from you, and you mentally receive visual information from the hand, which has normal vision and darkvision out to 30 feet and can see in any direction.

Augmentation: For every additional Psionic Energy die spent on this power, you can target an additional creature.

Claws of the Beast[edit]

Psychometabolism talent
Manifestation Time: 1 bonus action
Range: Self
Display: Visual
Duration: 1 minute

You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. These claws are considered natural weapons which can be used to make unarmed attacks. If you hit with them, they deal slashing damage equal to the size of your Psionic Energy dice + your Strength modifier instead of the normal bludgeoning damage caused by unarmed attacks.

If you spend Psionic Energy dice augmenting this power, the damage is considered magical and the power requires concentration in order to maintain.

Augmentation: For every 2 additional Psionic Energy dice spent on this power, they deal an additional die of damage of the same size as your Psionic Energy dice up to a maximum of 3 dice.
Augmentation: If you spend 2 additional Psionic Energy dice, choose one of the following damage types: acid, cold, fire, or lightning. The chosen damage type replaces the damage type your claws normally do.

Cloud Mind[edit]

2nd level Telepathy
Manifestation Time: 1 action
Range: 120 feet
Display: None
Duration: Concentration, up to 1 minute

The target of this power who you can see must make a Wisdom saving throw; on a failed save, you make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use an action to warn the subject and thereby grant it a new saving throw.

Augmentation: For every additional Psionic Energy die spent on this power, you may target an additional creature you can see within range.

Co-opt Concentration[edit]

4th level Telepathy
Manifestation Time: 1 action
Range: 120 feet
Display: Mental
Duration: Concentration, up to 1 minute

The target creature you can see must make a Wisdom saving throw. A creature may voluntarily fail their saving throw against this effect. On a failed save, if the target was concentrating on an effect, you take over concentration of the effect. Once you wrest control of the effect from the subject, you may have the effect continue and control the effect if it can change, or end it by ending the concentration.

When the duration of co-opt concentration expires, the effect you took control of ends (even if this would mean that the power ends earlier than normal).

Compression/Expansion[edit]

1st level Psychometabolism
Manifestation Time: 1 action
Range: Self
Display: Olfactory
Duration: Concentration, up to 1 minute

This power duplicates the effects of the enlarge/reduce spell.

Augmentation: By spending two additional Psionic Energy dice on this power, you may manifest it as a bonus action.

Conceal Thoughts[edit]

2nd level Telepathy
Manifestation Time: 1 action
Range: Self
Display: Mental
Duration: Concentration, up to 1 hour

For the duration of this power, you gain advantage on Charisma (Deception) checks made to fool others into believing your words, and you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. Lastly, you have resistance to psychic damage and advantage on saving throws against effects that would deal such damage.

Augmentation: By spending three additional Psionic Energy dice on this power, you may manifest it as a reaction when something attempts to detect your thoughts, communicate to you telepathically, or a creature attempts to make a Wisdom (Insight) check against you.

Concealing Amorpha[edit]

3rd level Metacreativity
Manifestation Time: 1 action
Range: Self
Display: Material
Duration: Concentration, up to 1 minute

You weave a quasi-real membrane around you that ripples around you, causing you to become heavily obscured to others.

Augmentation: By spending three additional Psionic Energy dice on this power, you may manifest it as a bonus action.

Concussive Blast[edit]

2nd level Psychokinesis
Manifestation Time: 1 action
Range: 120 feet
Display: Auditory
Duration: Instantaneous

You cause the air in a point of your choice which you can see to ripple for a moment, before it explodes out in a wave of destruction. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the affected creatures take damage equal to a roll of your Psionic Energy dice, and any unattended objects weighing 5 pounds or less are pushed to away from the chosen point.

Augmentation: For every additional Psionic Energy die spent on this power, increase the damage dealt by an additional die.

Critical Failure: The affected creature takes twice the list amount of damage.
Success: The affected creature takes half of the listed amount of damage.
Critical Success: The affected creature is unaffected by this power.

Control Air[edit]

3rd level Psychokinesis
Manifestation Time: 10 minutes
Range: Self (5 mile radius)
Display: Mental
Duration: Concentration, up to 8 hours

This spell duplicates the control weather spell, except that it can only change the wind, and only by a single stage.

Augmentation: For every additional Psionic Energy die spent on this power, you may change the wind by an additional stage.

Control Body[edit]

4th level Psychokinesis
Manifestation Time: 1 action
Range: 60 feet
Display: Material
Duration: Concentration, up to 1 round

You attempt to control psychokinetically control the body of a creature within sight, forcing them to make a Strength saving throw. On a failed save, you can either choose to have the creature stay entirely still, afflicting them with the paralyzed condition, or to have them move and make a single attack of your choice.

Critical Failure: The duration of power is extended up to 1 minute; however, the creature can attempt to make the saving throw again at the end of each of its turns to end the effect, and you must spend your action to maintain control over the creature's body on each of your turns.
Success: You gain momentary control of the creature, and may force it to spend a reaction to make one attack of your choice either against itself or another creature within its reach.
Critical Success: The creature is unaffected.

Control Light[edit]

Psychokinesis talent
Manifestation Time: 1 action
Range: Touch (light) or 60 feet (darkness)
Display: Visual
Duration: 10 minutes (light), or concentration, up to 10 minutes (darkness)

You can increase the ambient light around an object. This power duplicates the effects of the light spell.

Augmentation: If you spend 3 additional Psionic Energy dice, you may instead duplicate the darkness spell.

Control Object[edit]

1st level Psychokinesis
Manifestation Time: 1 action
Range: 120 feet
Display: Material
Duration: Concentration, up to 1 minute

This power duplicates the animate objects spell. However, you may only animate a single object of Tiny size.

Augmentation: For every additional Psionic Energy die you spend, you can animate an object whose size is one larger, up to a maximum of Huge.

Control Sounds[edit]

Psychokinesis talent
Manifestation Time: 1 action
Range: 30 feet
Display: Material
Duration: 1 minute

You can control the ambient sounds to duplicate the minor illusion spell, but only in regards to creating sounds.

Augmentation: You can spend 3 additional Psionic Energy dice to instead duplicate the silence spell, in which case the power requires concentration and can last up to 10 minutes, and you can move the origin of the silence by up to 30 feet as a bonus action.

Correspond[edit]

3rd level Telepathy
Manifestation Time: 1 action
Range: Unlimited
Display: Mental
Duration: Instantaneous

You telepathically send a creature a message, duplicating the effects of the sending spell.

Crisis of Breath[edit]

2nd level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Concentration, up to 1 minute

You force a creature you can see to make a Constitution saving throw. On a failed saving throw, that creature immediately expels all of the air in their lungs and begins to suffocate. While under the effects of this spell, the creature is unable to speak, is dizzy, and may attempt an additional saving throw on their turn by spending an action.

Augmentation: For every 2 additional Psionic Energy dice spent on this power, you may affect an additional creature.

Critical Failure: The creature is considered to have a +0 modifier to their Constitution in regards to how long they can survive while suffocating for the duration of this power.
Success: The creature becomes out of breath and is dizzy until the start of your next turn.
Critical Success: The creature is unaffected by this power.

Crisis of Life[edit]

5th level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Mental
Duration: Instantaneous

You psionically take control of a creature's very mind and soul and attempt to snuff it out like a candle. If the creature has 60 or less hit points, it automatically dies. Otherwise, it must make a Wisdom saving throw. On a failure, it immediately takes necrotic damage equal to three rolls of your Psionic Energy dice.

Augmentation: For every additional Psionic Energy die spent on this power, increase the amount of health for a creature to automatically die by 20 and increase the necrotic damage by three dice.

Critical Failure: The creature dies regardless of its remaining hit points. Success: The creature takes necrotic damage equal to one roll of your Psionic Energy dice. Critical Success: The creature is unaffected by this power.

Crystal Shard[edit]

Metacreativity talent
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory and material
Duration: Instantaneous

You create a shard of astral crystal which then attempts to pierce a creature you can see before disappearing. Make a power attack against the chosen creature. On a successful hit, the target takes piercing damage equal to a roll of your Psionic Energy dice.

Augmentation: Roll an additional die of damage for each additional Psionic Energy die spent, and the damage is considered magical piercing.

Crystallize[edit]

4th level Metacreativity
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Concentration, up to 1 minute

You mentally create a parasitic crystal within the body of a creature you can see, which then quickly grows to encompass them. This power duplicates the flesh to stone spell.

Critical Failure: The creature is considered to have failed two saving throws.

Danger Sense[edit]

3rd level Clairsentience
Manifestation Time: 1 action
Range: Self
Display: Visual
Duration: 10 minutes

For the duration of the power, you can't be surprised, other creatures don't gain advantage on attack rolls against you as a result of being unseen by you, and you have advantage on Dexterity saving throws.

Augmentation: If you spend 3 additional Psionic Energy dice, extend the duration of this power to 1 hour.

Death Urge[edit]

4th level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Mental
Duration: 1 round

You twist the psyche of a creature you can see, causing it to attempt to take its own life. The target must make a Wisdom saving throw. On a failed save, on its turn the creature makes as many attacks against itself as possible, taking no other actions.

Critical Failure: The creature's attacks against itself are made at advantage, and if they hit they are critical hits.
Success: You force the creature to spend its reaction to make a single attack against itself.
Critical Success: The creature is unaffected.

Deceleration[edit]

Psychoportation talent
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory and material
Duration: 1 round

Force a creature you can see within range to make a Wisdom saving throw. On a failed save, that creature's speed is halved for the duration of this spell.

Augmentation: For every additional Psionic Energy die spent on this power, you may affect an additional target.
Augmentation: If you spend 3 additional Psionic Energy dice, a creature that fails its saving throws is also sluggish for the duration.

Critical Failure: The creature is also dazed for the power's duration.

Decerebrate[edit]

5th level Psychoportation
Manifestation Time: 1 action
Range: 60 feet
Display: Mental
Duration: Concentration, up to 3 rounds

You attempt to psionically remove part of the brain stem of a creature you can see. That creature must make a Constitution saving throw, and on a failed save it becomes blinded as it is unable to properly adapt to the lack of part of its brain. It may repeat the saving throw at the end of each of its turns, and ends the effect on a successful save. If it is unable to do so by the end of this power's duration, it is permanently blind and only the effects of the greater restoration spell or something stronger will restore its sight.

Critical Failure: You remove the target's entire brainstem, causing it to lose all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive and the duration of this power becomes instantaneous.
Success: The creature is only momentarily affected, and is blinded until the start of your next turn. Critical Success: The creature is unaffected.

Defensive Precognition[edit]

1st level Clairsentience
Manifestation Time: 1 action
Range: Self
Display: Material and visual
Duration: Concentration, up to 1 minute

For the duration of the power, you have a +2 bonus to AC.

Augmentation: If you spend an additional Psionic Energy die on this power, you may manifest it as a bonus action.
Augmentation: If you spend two additional Psionic Energy dice on this power, instead attack rolls against you are made at disadvantage.
Augmentation: If you spend three additional Psionic Energy dice on this power, you do not need to concentrate on it.

Deja Vu[edit]

1st level Telepathy
Manifestation Time: 1 action
Range: 90 feet
Display: Mental
Duration: 1 round

You force a creature you can see within range to make a Wisdom saving throw. On a failed save, on its turn the creature must repeat the same action that it took last turn, whether it's to cast a spell, use the Attack action, or use the Dash action. If the creature is unable to do so, it stands still and cannot take an action on its next turn.

Demoralize[edit]

1st level Telepathy
Manifestation Time: 1 action
Range: 30 feet
Display: Material and visual
Duration: Concentration, up to 1 minute

This power duplicates the effects of the bane spell on a single target you can see within range who fails a Charisma saving throw.

Augmentation: For each additional Psionic Energy die spent on this power, you can affect an additional creature with this power.

Destiny Dissonance[edit]

1st level Clairsentience
Manifestation Time: 1 action
Range: Touch
Display: Material and mental
Duration: Instantaneous

Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. That creature must make a Wisdom saving throw as it attempts to grapple with the vision. On a failed saving throw, it is incapacitated until the start of your next turn.

Critical Failure: Until the start of your next turn, the creature is also stunned.

Detect Psionics[edit]

1st level Clairsentience
Manifestation Time: 1 action
Range: Self
Display: Auditory and visual
Duration: Concentration, up to 10 minutes

This power duplicates the effects of the detect magic spell.

Dimensional Slide[edit]

1st level Psychoportation
Manifestation Time: 1 action
Range: 30 feet
Display: Visual
Duration: Instantaneous

This power duplicates the effects of the misty step spell.

Augmentation: If you spend an additional Psionic Energy die on this power, you may manifest it as a bonus action.
Augmentation: If you spend 3 additional Psionic Energy dice on this power, you instead duplicate the effects of the dimension door spell.

Dimension Swap[edit]

2nd level Psychoportation
Manifestation Time: 1 action
Range: 90 feet
Display: Visual
Duration: Instantaneous

You swap places with a willing creature you can see within range.

Augmentation: If you spend an additional Psionic Energy die on this power, you may instead swap the places of two willing creatures.
Augmentation: If you spend 3 additional Psionic Energy dice on this power, the creatures swapped do not have to be willing. They may make a Charisma saving throw to resist, and if either resists then the power has no effect.

Disable[edit]

1st level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Visual
Duration: Instantaneous

Force a creature you can see within range to make a Wisdom saving throw. On a failed save, that creature is incapacitated until the start of your next turn.

Augmentation: For every additional Psionic Energy die you spend on this power, you may target an additional creature.

Critical Failure: The affected creature is also stunned until the start of your next turn.

Dispel Psionics[edit]

3rd level Psychokinesis
Manifestation Time: 1 action
Range: 120 feet
Display: Visual
Duration: Instantaneous

This power duplicates the effects of the dispel magic spell.

Dissipating Touch[edit]

Pyschokinesis talent
Manifestation Time: 1 action
Range: Touch
Display: Auditory and visual
Duration: Instantaneous

Make a melee power attack. On a successful hit, the target takes force damage equal to a roll your Psionic Energy dice.

Augmentation: For every additional Psionic Energy die you spend on this power, increase the damage dealt by two dice.

Distract[edit]

Telepathy talent
Manifestation Time: 1 action
Range: 120 feet
Display: Mental
Duration: 1 minute

When you manifest this power, force a creature you can see within range to make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom checks and does not realize that it was forced to make a Wisdom saving throw.

Divert Teleport[edit]

Psychoportation talent
Manifestation Time: 1 reaction when a creature attempts to teleport
Range: 120 feet
Display: Visual
Duration: Instantaneous

When a creature you can see within range attempts to teleport, you may manifest this power to force them to make a Charisma saving throw. On a failed save, the creature is instead teleported to an unoccupied point of your choice within this power's range on firm ground.

Dream Travel[edit]

Psychoportation talent
Manifestation Time: 1 minute
Range: Self
Display: Visual
Duration: 8 hours

You and up to 8 willing creatures you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind.

In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world.

Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities—a potentially perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted travel.

Any creatures that come along when dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or someone who manifests the power seeks out the lost creature.

Ectoplasmic Cocoon[edit]

2nd level Psychoportation
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory and material
Duration: Concentration, up to 1 minute

Upon manifesting this power, choose a creature you can see within range. That creature must make a Dexterity save as you draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. On a failed save, the creature is blinded, their speed is reduced to 0, and are unable to interact with or be harmed by the outside world. As an action, a creature within the cocoon or adjacent to it may make a Strength check against your Power DC to break the cocoon, releasing the creature.

Augmentation: For every additional Psionic Energy die you spend on this power, you can target an additional creature within range.

Critical Failure: The creature takes bludgeoning damage equal to a roll of your Psionic Energy dice at the start of each of its turns while it remains trapped.
Success: The creature's speed is instead halved until the start of your next turn as strands of ectoplasm interfere with its movement. Critical Success: The creature is unaffected.

Ego Whip[edit]

2nd level Telepathy
Manifestation Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Concentration, up to 1 minute

Force a creature you can see within range to make a Charisma saving throw. On a failed save, the creature is affected by the enfeebled condition. The creature can attempt to make the saving throw against at the end of each of its turns, ending the effect on a successful save.

Augmentation: For every additional Psionic Energy die you spend, you can target an additional creature within range.

Critical Failure: The target takes psychic damage equal to a roll of your Psionic Energy dice.

Elfsight[edit]

2nd level Psychometabolism
Manifestation Time: 1 action
Range: Self
Display: Visual
Duration: 8 hours

This power dupicates the effects of the darkvision spell.

Empathic Feedback[edit]

3rd level Telepathy
Manifestation Time: 1 action
Range: Self
Display: Auditory and material
Duration: 1 minute

While this power is active, whenever a creature hits you with an attack they take half of the damage they dealt, or 5, whichever is lower. This damage cannot be reduced or redirected.

Augmentation: For every additional Psionic Energy point you spend, increase the maximum damage enemies that attack you take 5.

Empathy[edit]

Telepathy talent
Manifestation Time: 1 action
Range: 60 feet
Display: Mental
Duration: Instantaneous

Force a target you can see within range to make a Wisdom saving throw. On a failed save creature does not realize it was forced to make a saving throw and you have advantage on Wisdom (Insight) checks against the creature for the next minute. In addition, you learn that creature's surface thoughts, and can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. A creature that is not hostile or unfriendly towards you has disadvantage on the saving throw against this power.

Empty Mind[edit]

1st level Telepathy
Manifestation Time: 1 reaction upon being forced to make a Wisdom save
Range: Self
Display: Auditory
Duration: Instantaneous

When you would be forced to make a Wisdom saving throw you may manifest this power to empty your mind of all transitory and distracting thoughts, improving your self-control which allows you to make that saving throw with advantage.

Energy Adaptation[edit]

2nd level Psychometabolism
Manifestation Time: 1 action
Range: Self
Display: Visual
Duration: Concentration, up to 1 hour

For the duration of this power, you have resistance to acid, cold, electricity, and fire damage.

Augmentation: If you spend 2 additional Psionic Energy dice, you may manifest this power as a reaction in response to taking acid, cold, electricity, or fire damage.

Energy Ball[edit]

4th level Psychokinesis
Manifestation Time: 1 action
Range: 120 feet
Display: Auditory
Duration: Instantaneous

Choose one of the following types of damage; acid, cold, electricity, or fire. You create a ball of the chosen element before releasing it to land somewhere within the range of this power. All creatures within the area must make a Dexterity saving throw. On a failed save, creatures takes damage of the chosen element equal to two rolls of your Psionic Energy dice.

Augmentation: For every additional Psionic Energy die you spend on this power, increase the damage dealt by an additional 2 rolls.

Critical Failure: Creatures take twice the rolled damage.
Success: Creatures take half of the rolled damage.
Critical Success: Creatures take are unaffected.

Maintain Reality[edit]

3rd level Psychokinesis
Manifestation Time: 1 reaction which you take when you see a creature within 60 feet of you casting a spell or manifesting a power
Range: 60 feet
Display: Visual
Duration: Instantaneous

This power duplicates the effects of the counterspell, variant spell.

Augmentation: For every additional Psionic Energy die spent on this power, your ability check result increases by +2.

Pyrokinesis[edit]

Psychokinesis talent
Manifestation Time: 1 action
Range: 60 feet (control flames and pyrotechnics) or self (produce flame)
Display: Auditory
Duration: Instantaneous (control flames and pyrotechnics), or 10 minutes (produce flames)

This power duplicates the effects of either the control flames or the produce flame spell.

Augmentation: If you spend 3 additional Psionic Energy dice, you may instead duplicate the pyrotechnics spell.



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Ghostwheel's Homebrew (394 Articles)
Ghostwheelv
AuthorGhostwheel +
Identifier5e Sourcebook +
RatingUndiscussed +
TitleThe Psionics Handbook +