D&D Dark Sun 5th Edition - 7 - Psionics
D&D Dark Sun 5th Edition - 7 - Psionics
D&D Dark Sun 5th Edition - 7 - Psionics
P
sionic powers come in three forms, devotions, Telepathy. Telepathic effects touch upon the minds of
psychic focuses and talents. Talents are others, whether to communicate with them, influence their
cantrips which cost no psionic points to cast, thoughts or perceptions, or barrage them with pure
devotions are psionic affects you have mastered, damaging psychic power.
and psychic focuses are benifits of learning a
discipline and are maintained as long as the Psionic Components
psionicist focuses on the effect. Most psionic powers do not have normal components (verbal,
somatic, or material), as they are products entirely of the
Saving Throws mind. However, the act of casting a psionic power is
Many psionic powers specify that a target can make a saving oftentimes obvious to observers, and such psionic effects
throw to avoid some or all of a power’s effects. The power have the following components:
specifies the ability that the target uses for the save and what Auditory (A). Some manner of noise audible to all within
happens on a success or failure. 60 feet accompanies the use of psionic powers with this
The DC to resist one of your powers equals 8 + your component. Creatures within 30 feet can determine the
psionic ability modifier + your proficiency bonus + any special origin of the sound as easily as if it were regular, clear
modifiers. speech.
Observable (O). Some psionic powers come with a visible
Attack Rolls display when they manifest or are cast. The origin of such an
Some powers require you to make an attack roll to determine effect can be visually traced back to its creator by creatures
whether the psionic effect hits the intended target. Your within line of sight.
attack bonus with a power attack equals your psionic ability
modifier + your proficiency bonus. Psychic Focus
Most powers that require attack rolls involve ranged All disciplines have a psychic focus. These effects have a
attacks. Remember that you have disadvantage on a ranged duration of focus. You can only focus on one effect at a time,
attack roll if you are within 5 feet of a hostile creature that and you may focus on an effect indefinitely while you remain
can see you and that isn't incapacitated. conscious. Your focus ends if you are knocked unconscious, if
you begin focusing on another psychic focus, or if the psionic
Using a Psionic Talent focus you are focusing on is dispelled. You may also choose to
Talents are psionic powers that are also cantrip spells, and stop focusing at any time, requiring no action.
follow most of the normal rules for casting spells, such as Manifesting Devotions
casting time, range, and area of effect. There are three
exceptions to this; as psionic powers, talents have different Devotions are psionic effects in a discipline that you have
rules for schools of magic, spell components, and duration. mastered. Devotions follow many of the same rules as spells:
range, targets, areas of effect, saving throws, attack rolls, and
Psionic Schools of Magic combining magical effects (described in Chapter 10:
Scholars of psychic manifestations categorize psionic effects Spellcasting of the Player’s Handbook). However, psionic
differently than mages do their spells. The following psionic devotions are not spells and have a few rules unique to them,
schools help describe psionic effects. These schools have no described below
rules of their own, but other rules might refer to these new
schools or to “psionic spells,” which are any spells that have a Power Level
psionic school. A detect magic spell can determine a psionic Each psionic devotion has a listed power level, ranging from 1
school of magic as easily as a normal school. to 9. When you spend extra psi points to intensify, it increases
Clairsentience. This school encompasses psionic effects the power level of the devotion. This increase in the
that impart knowledge, enhance senses, or alter probability. devotion’s spell level begins when you initiate the manifesting
Spells and abilities that defend against divination, such as time of the power, and lasts until the devotion’s duration ends
mind blank, also provide protection from clairsentience (devotions with an instantaneous duration end immediately
powers. upon use).
Metacreativity. Powers of this school typically draw As cantrips, talents have a spell level of 0.
thoughts into reality, shaping imagined things into matter. Devotions aren’t spells, but the effects of devotions with
Psychokinesis. This school consists of effects that non-instantaneous durations can be ended early with dispel
manifest energy or telekinetic force. magic or dissipate by dispelling the psionic power. A devotion
Psychometabolism. Some psionic effects impose will over that is manifested via certain psionic items, has a spell level
flesh, pushing living biology beyond its normal limits. Spells equal to its power level for the purpose of adjudicating dispel
and abilities that defend against transmutation also provide magic or dissipate.
protection from psychometabolism powers.
Psychoportation. Psionic effects that move objects or
creatures through time, space, and planes of existence belong
to this school.
DARK SUN | PSIONICS
112
School Reactions. Several psionic devotions have manifesting
Devotions have the same psionic schools of magic that times of 1 reaction, but no accompanying trigger. You may
talents do. Most devotions in a discipline are associated with use your reaction to manifest these devotions at any time you
the same school, but some devotions within a discipline may wish. If timing isn’t specified, you can't react to another
be different. creature’s action before that action takes place, only
afterward. As normal, you regain your reaction at the start of
Psi Cost your next turn.
Manifesting psionic powers does not expend spell slots.
Instead, in order to manifest a devotion, you must possess a Components
reserve of potential psionic energy and expend a portion of it. Manifesting a devotion does not usually require material (M),
This energy is represented by psi points. Casting a psionic somatic (S), or verbal (V) spell components, though they
talent cantrip does not expend psi points, but manifesting a might display the auditory (A) or observable (O) components
devotion does. Each psionic devotion specifies the minimum that some psionic powers have, making it apparent you are
number of psi points you must expend in order to manifest it. amplifying your active psionic powers.
The number of psi points available to you usually depends
on your character level and your class or subclass. Your Duration
number of psi points can’t go below 0, or over your maximum. Psionic powers have the same kinds of durations as spells do.
Your psi point total returns to its maximum when you finish a Note that a devotion with a duration of concentration does
long rest. not end if your focus on a psychic focus ends.
You may spend psi points you have on any devotions you
know, regardless of the source of those devotions and
whether or not they are normally manifested through the
expenditure of psi points.
Psi Limit. The number of psi points you can spend on a
single manifestation of a psionic power is limited. This limit
usually depends on your character level and your class or
subclass, and is specified therein. Your race, or other
character options such as feats, might specify a psi limit as
well. Your psi limit for all psionic affects you know is always
the highest psi limit you have, regardless of source, unless
that source is specifically limited to certain effects. If the psi
cost of a psionic power is greater than your limit, you cannot
manifest that power.
Intensify. The listed psi cost for all devotions is a
minimum. You may always choose to spend more psi points
than a devotion’s minimum cost up to your limit, increasing
the devotion’s power level to either 2nd(3), 3rd(5), 4th(6),
5th(7), 6th(9), 7th(10), 8th(11), or 9th(13) beyond the
minimum you spend.
When a power’s description includes a specific intensify
option, it states the effects spending additional psi points
beyond the minimum has on the power in addition to
increasing its power level. Your psi limit applies to the total
cost of manifesting a devotion, which includes any psi points
spent to intensify it.
Manifesting Time
Manifesting a devotion requires the same kind of actions that
casting a spell might (actions, bonus actions, reactions, etc.),
but it is not casting a spell. Rules that refer to casting or
casting times do not apply to the manifesting of psionic
devotions.
Powers and Spells. Manifesting a psionic devotion and
casting a spell are two different ways of creating magical
effects that are typically mutually exclusive of one another.
You cannot cast a non-psionic spell and manifest a devotion
in the same turn.
In addition, if you manifest a devotion as a bonus action,
the only psionic power you can produce with your action is
casting a psionic talent with a casting time of 1 action.
Share Pain
Mesmerizing Voice
2nd Level
Pry Memory 5th Level
Mystic Caravan
Ego Whip Psychic Hammer
Psychic Daze
4th Level 1st Level
Correspond 6th Level 3rd Level Telekinetic Lance
Inception Decerebrate Telekinetic Push
Id Insinuation
Post-Hypnotic Suggestion Mind Storm
7th Level 2nd Level
5th Level Mystic Diversion 4th Level Telekinetic Clutch
Assume Control Apathy Impulse Psychic Grasp
8th Level Mind Blast
6th Level Temporal Reset Mind Seize
3rd Level
Death Urge Dissipate
9th Level 5th Level Negate
7th Level Temporal Regression Shatter Invisibility
Telepathic Weight
Mind Probe
Primal Metabolism 6th Level 4th Level
8th Level 1st Level Shatter Mental Defenses
Telekinetic Wave
Mind Seed Bestial Claws
Bestial Transformation 7th Level 5th Level
9th Level Caustic Blood Crush Psyche
Telekinetic Puppet
Mental Shutdown
2nd Level
Corrosive Sting
9th Level
Titanic Form
Microcosm
61-64 Mindblade
Casting Time: 1 action
Range: 90 feet
target and they take 1d8 damage. The damage type is either Casting Time: 1 action
The talent’s damage increases by 1d8 when you reach 5th Duration: Instantaneous
level (2d8), 11th level (3d8), and 17th level (4d8). The weight
limit increases by 5 pounds when you reach 5th level (10 Claws quickly grow from your arms or hands. Make a melee
pounds), 11th level (15 pounds), and 17th level (20 pounds). power attack against a creature within 5 feet. On a hit the
target takes 1d8 slashing damage. The claws remain until the
Beacon start of your next turn and you may use them to make
Metacreativity cantrip
opportunity attacks.
Casting Time: 1 bonus action
This talent allows you to make more attacks as an action
Range: Self (40-foot radius)
when you reach higher levels: You may make an additional
Components: O
attack with the claws when you reach 5th level (2 attacks),
Duration: 1 hour
11th (3 attacks), and 17th (4 attacks). You can direct the
attacks at the same target or at different target within range.
Until this talent ends, a bright light radiates from your body. Make a seperate attack roll for each claw attack.
When you cast this spell, and as a bonus action during the
talents duration, you may modulate the radius of the aura’s Control Light & Sound
light, from as short as 1 inch, to as far as 20 feet. Regardless Psychokinesis cantrip
of the length of this radius of bright light, a radius of dim light Casting Time: 1 action
of equal length extends out from the bright light. Your aura’s Range: 100 feet
Duration: 1 minute
Blade Meld
Psychometabolism cantrip
You manifest a minor wonder, a sign of supernatural power,
Casting Time: 1 bonus action
within range. You create one of the following magical effects
Range: Self (60-foot radius)
within range:
Components: A
Duration: 8 hours
Your voice booms up to three times as loud as normal for
1 minute.
As a bonus action, you cause one melee weapon you are You cause flames to flicker, brighten, dim, or change color
holding to dissolve into your body. This process is harmless for 1 minute.
to you and the weapon. Until the weapon reappears, it is You create an instantaneous sound that originates from a
inaccessible, as are any of its properties. You can have only point of your choice within range, such as a rumble of
one weapon at a time affected in this way. You can summon thunder, the cry of an eagle, or ominous whispers.
the weapon to your hand as a bonus action. For the next Brighten a light source increasing its radius by 5ft for up
minute, you can’t let go of the weapon nor can it be forced to 1 minute.
from your grasp. It reappears in your space if you are Darken a light source, decreasing its radius by 5ft for up
unconscious or dead. to 1 minute.
You shape and alter existing sounds, making them sound
Blind Spot like something else for up to 1 minute.
Telepathy cantrip
If you cast this talent multiple times, you can have up to
Casting Time: 1 action
three of its 1-minute effects active at a time, and you can
Range: 120 feet
dismiss such an effect as an action.
Components: None
Duration: Instantaneous
Delusion
Telepathy cantrip
You can use your action to try to erase notice of yourself from Casting Time: 1 action
are invisible to it until the end of your next turn or until you Duration: Instantaneous
before your action. As an action, you plant a false belief in the mind of one
creature that you can see within 30 feet of you. You can
create a sound or an image. Only the target of this talent
perceives the sound or image you create. This creature has
disadvantage on the next Wisdom (Perception) or Wisdom
(Insight) check it makes before the start of your next turn.
Range: 60 feet
Range: 90 feet
Components: A
Components: A, O
When you cast this spell, you generate a field of subtle mental You hold your hand aloft and generate a font of pure energy
noise. You can make this noise perceivable by any number of within it. When you cast this spell, choose one of the
creatures you can see in range at any time, requiring no following damage types: cold, fire, lightning, or thunder.
action. Creatures who can sense this effect know it originates As an action you target one creature within range and
from your direction. shoot a ray of energy at it. Make a ranged power attack
Whenever a creature you can see that perceives this noise against the target. On a hit, the target takes 1d8 points of
makes an ability check, you may use your reaction to force damage of the type you chose when you cast this spell.
the creature to roll a d4 and subtract the result from the This power allows you to shoot more than one ray as an
check. Deafened creatures are not immune to this effect. action when you reach higher levels: two rays at 5th level,
three rays at 11th level, and four rays at 17th level. You can
Ectoplasmic Object direct the rays at the same target or at different ones. Make a
Metacreativity cantrip
separate attack roll for each ray.
Casting Time: 1 action
Range: 15 feet
Inertial Transference
Components: A, O
Psychoportation cantrip
You pull matter from the astral plane to create objects you Components: A
You may use your action to create a fragile, Tiny object that
lasts for 1 minute, or until you dismiss it as an action, create You store your potential momentum and impart it onto your
a new object with this power, or until the object is destroyed. allies. When you end your turn without having used any of
When the object is destroyed, you dismiss it, or its time your movement during it, you can use a bonus action to move
expires, it dissolves into ectoplasmic slime that evaporates one willing creature you can see within range up to half their
into nothing. speed, following a path of your choice. To move this way, the
The object you create is translucent and with a crystalline, ally mustn’t be incapacitated.
glassy, or slimy appearance as you desire. It has an AC of 5, 1
hit point, and must be able to fit in a 1-foot cube. The object Light Step
can take whatever form you desire, but is simple with no Psychoportation cantrip
internal mechanisms. It can have the outward appearance of Casting Time: 1 bonus action
Duration: Instantaneous
Elemental Burst
Psychokinesis cantrip
As a bonus action, you alter your density and weight to
Casting time: 1 Action
improve your mobility. For the rest of your turn, your walking
Range: Self (5-foot radius)
speed increases by 10 feet, and the next time you stand up,
Components: O, M (a weapon)
you need to spend no more than 10 feet of movement to do
Duration: Instantaneous
so.
You brandish the weapon used in the power’s casting and Mind Meld
make a melee attack with it against one creature within 5 feet Telepathy cantrip
of you. On a hit, the target suffers the weapon attack’s normal Casting Time: 1 bonus action
effects, and you can cause elemental damage of your choice Range: 120 feet
that you can see within 5 feet of it. The second creature takes Duration: Instantaneous
equal to your spellcasting ability modifier. You contact the mind of another creature you can see within
This talents’s damage increases when you reach higher range, granting you the ability to communicate with it
levels. At 5th level, the melee attack deals an extra 1d6 telepathically. The target must have an Intelligence of at least
elemental damage to the target on a hit, and the elemental 4, otherwise this talent fails and the action is wasted. You
damage to the second creature increases to 1d6 + your don’t need to share a language with a creature for it to
spellcasting ability modifier. Both damage rolls increase at understand your telepathic utterances, and the creature
11th level (2d6 and 2d6) and at 17th level (3d6 and 3d6). understands you even if it lacks a language.
Telepathy cantrip
Components: None
Components: O
You alter your body chemistry to produce volatile enzymes.
Duration: Instantaneous
You can use an action to expel a visible cloud of poisonous
or acidic vapor at one creature within range, or two creatures
You can use your action to target one creature you can see within range that are within 5 feet of each other. A target
within range, making your eyes flare noticeably for an instant. must succeed on a Constitution saving throw, or take 1d6
The target must succeed on a Charisma saving throw or take acid or poison damage (your choice).
1d10 points of psychic damage. This cantrip’s damage increases by 1d6 when you reach
This cantrip’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Psicrystal
Mindblade Metacreativity cantrip
Metacreativity cantrip
Casting Time: 1 bonus action
Range: Self
Components: O, M (a small crystal worth 10 cp)
Components: O
Duration: Concentration, or 10 minutes
Duration: Instantaneous
You hold a crystal aloft and imbue it with a shard of sentience
You create a weapon of solidified thoughts, called a and energy drawn from the astral plane, transforming it into
mindblade. It is a magical melee weapon you are proficient a psicrystal. The psicrystal floats off your hand and into your
with that deals 1d8 piercing or slashing damage, as decided space.
by you when you create it. This magic weapon is a melee The psicrystal is a Tiny construct with an AC equal to your
weapon with the finesse and thrown properties. It has a power save DC, hit points equal to your psionic ability
normal range of 60 feet and no long range. Once thrown, modifier, and a fly speed of 30 feet that allows it to hover. All
your mindblade vanishes immediately after it hits or misses of its ability scores are 10, and it has no proficiencies. It
its target, and it leaves no mark on its target if it deals cannot be poisoned, and is immune to poison damage and
damage. They also dissappear if you dismiss them (no action), disease. The psicrystal can see and hear as well as an
if you die, or are knocked unconscious. average humanoid, except that it is blind to everything more
You may choose to use your psionic ability modifier instead than 30 feet from it.
of Strength or Dexterity for the attack and damage rolls of When the psicrystal drops to 0 hit points, or when the
melee attacks using your mindblade. power ends, it becomes a nonmagical crystal. You may reuse
You can't hold anything in your hand while using the same crystal to cast this spell again. When you do, the
mindblade, nor can it be forced from your grip, unless an psicrystal you create retains the memories it had from any
effect specifically says otherwise. time it spent as a psicrystal from previous castings.
The psicrystal is friendly to you and your companions. You
Mystic Hand can communicate with it telepathically out to a range of 100
Psychokinesis cantrip
feet. It acts on the same initiative count as you, immediately
Casting Time: 1 action
after your turn. It can move and use its reaction on its own,
Range: 30 feet
but the only action it takes on its turn is the Dodge action,
Components: O
unless you take a bonus action on your turn to mentally or
Duration: 1 minute
verbally command it to take the Dash, Disengage, or Help
actions. The psicrystal cannot make any attacks.
As an action, you draw ectoplasm from the Astral Plane, Finally, when you cast a power or spell with a range of
creating an invisible spectral hand at a point you choose touch, your psicrystal can deliver the spell as if it had cast the
within 30 feet. The hand lasts for 1 minute or until you spell. Your psicrystal must be within 100 feet of you, and it
dismiss it as an action. The hand vanishes if it is ever more must use its Reaction to deliver the power when you cast it. If
than 30 feet away from you or if you use this talent again. the spell requires an attack roll, you use your power attack
You can use your action to control the hand. You can use modifier for the roll.
the hand to manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, or
pour the contents out of a vial. You can move the hand up to
30 feet each time you use it.
Components: O, M (a weapon)
Components: A
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You brandish the weapon used in the power’s casting and You amplify the sound of your heartbeat, radiating your own
make a melee attack with it against one creature within 5 feet vitality outward and syncing your allies to your lifeforce. Until
of you. On a hit, the target suffers the weapon attack’s normal your concentration ends or 1 minute, when a creature within
effects and psionic energy surrounds it until the start of your range rolls a death saving throw, you can use your reaction to
next turn. If the target makes an attack roll before then, it provide that creature with advantage on that saving throw.
does so at disadvantage on its next attack.
This cantrips’s damage increases. At 5th level, the melee Teleport Object
attack deals an extra 1d8 psychic damage to the target. This Psychoportation cantrip
extra psychic damage increases at 11th level (2d8) and at Casting Time: 1 bonus action
Components: A
Psychokinesis cantrip
range. The object can’t weigh more than 10 pounds, and you
You brandish the weapon used in the power’s casting and can’t affect an object being worn or carried by another
make a melee attack with it against one creature within 5 feet creature. When the item reappears, it can be in any
of you. On a hit, the target suffers the weapon attack’s normal orientation you desire relative to its original one. The object
effects, except all bludgeoning, piercing and slashing damage falls if you cause it to reappear in midair.
from the attack is converted to force damage.
This cantrip’s damage increases when you reach higher Thought Spear
levels. At 5th level, the attack deals an extra 1d8 force Psychokinesis cantrip
damage to the target. The damage roll increases by 1d8 at Casting Time: 1 action
Components: O
Psychoportation cantrip
discipline. These include both psychic focus and devotions. Psi Cost: 2 psi points
You channel your Psionic power through your aura to Duration: Concentration, up to 1 minute
manipulate others.
Psychic Focus. While you focus on this discipline, you You shape your aura into one that encourages righteous
gain a bonus to Charisma ability checks. The bonus equals anger in your allies, urging them to fight that much harder.
your proficiency modifier. Choose up to 3 allies you can see within range. Until your
concentration ends, each target can roll a d4 whenever
Aura of Charm rolling damage for a melee weapon attack, adding the
1st-level metacreativity
number rolled to the damage roll.
Components: O
Psi Cost: 2 psi point
Range: Self (30-foot radius)
You shape your aura into one of empathic power. Roll 4d8; Components: O
the total is how many hit points worth of creatures this Duration: Concentration, up to 10 minutes
manifest this devotion are affected in ascending order of their You shape your aura into one of exaltation that fortifies you
hit point maximums, ignoring incapacitated creatures, and your allies when your enemies are defeated; whenever an
creatures immune to being charmed, and creatures engaged enemy you can see is reduced to 0 hit points, you and each of
in combat. Starting with the creature that has the lowest hit your allies within range gain 4 temporary hit points.
point maximum, each creature affected by this option is Intensify. When you spend extra psi points to manifest this
charmed by you for the duration, regarding you as a friendly devotion, every time this devotion would allow you and your
acquaintance. Subtract each creature’s hit point maximum allies to gain temporary hit points the amount is increased by
from the total before moving onto the next creature. A 2 for each additional psi point spent beyond the minimum
creature’s hit point maximum must be equal to or less than cost.
the remaining total for that creature to be affected.
Intensify. When you spend extra psi points to manifest this Aura Sight
devotion, roll an additional 2d8 for each additional psi point 2nd-level clairsentience
devotion’s total roll for hit points worth of creatures it can Psi Cost: 3 psi points
Range: Self
1st-level metacreativity
Duration: Concentration, up to 1 hour
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action
Range: Self (60-foot radius)
Components: O
Duration: Concentration, up to 1 minute
minimum cost
Psi Cost: 5 psi points
Components: O
Duration: Instantaneous
Psi Cost: 9 psi points
You lens the light of your aura into a coherent beam and Range: Touch
project it at one creature you can see within range. The target Components: None
must make a Dexterity saving throw. On a failed save, it takes Duration: Instantaneous
8d6 radiant damage and is blinded until the end of your next
turn. On a successful save, it takes half as much damage and You guide a creature you touch through mediation to
is not blinded. psychically reorganize its memories and past experiences,
Intensify. When you spend extra psi points to manifest this following different pathways of causality.
devotion, the damage increases by 1d6 for each additional psi The target creature must concentrate (as if concentrating
point spent beyond the minimum cost. on a power), and you must remain in contact with it for the
entire manifesting time, or you fail to manifest this devotion.
Aura of Malice When you manifest this devotion, the target creature can
4th-level metacreativity
choose to do any of the following:
7th-level metacreativity
Components: O
Range: Self (30-foot radius)
You shape your aura into one that engenders reverence and
obedience. Choose up to 5 creatures you can see within You briefly increase the luminosity of your aura to stunningly
range. Each target must succeed on a Wisdom saving throw bright, searing energy. All creatures in range must make a
or be charmed by you until your concentration ends. While Dexterity saving throw.
charmed, the target obeys all your verbal commands to the
best of its ability, but it cannot be ordered to take obviously
self-destructive actions.
precious minerals, gems, or special materials, and the only Range: Self
native life your demiplane can be created with are beasts of Components: O
any shape you desire, but it cannot exceed 2 miles in any one
dimension. Your demiplane does not contain structures, but The power to reshape reality as one desires is the mightiest
buildings can be built there afterward. power a mortal being can possess.
Once the creation of your demiplane is complete, it comes When you manifest this power, a visible ripple in space and
into existence on the Astral Plane. Thereafter, whenever you time propagates out from you, and, in its wake, the world is
manifest genesis again, you create a pair of shimmering revised to your liking.
linked portals of light, one appearing in an unoccupied space The basic use of this power is to duplicate any other power
within 30 feet of you that you can see, and the other or spell of 8th level or lower. You need not provide any costly
appearing anywhere on your demiplane that you choose. material components to duplicate a spell either; the spell
Both portals are 5 feet wide and 10 feet high, are vertically simply takes effect.
oriented, and must rest on the ground. Each portal has a front Alternatively, you can create one of the following effects of
and back, and travel through is possible only by moving your choice:
through a portal’s front. Anything that does so is instantly You create one object of up to 25,000 cp in value that isn’t
transported, exiting the linked portal on the other side. The
portals last for 1 hour, then vanish. a magic item. The object can be no more than 300 feet in
If you are familiar with another creature’s demiplane any dimension, and it appears in an unoccupied space you
created by genesis or the demiplane spell, you can have the can see on the ground.
portal you create with either of those effects connect to the You allow up to twenty creatures that you can see to
other creature’s demiplane instead of yours. Likewise, regain all hit points, and you end all effects on them
another creature that is familiar with your demiplane can described in the revitalization power (including its
connect to it if they manifest genesis or cast demiplane. intensified effects).
If you manifest genesis while already located within your
demiplane, you produce one of the following effects:
single power, spell, or other magical effect for 8 hours. For Psi Cost: 2 psi point
instance, you could make yourself and all your Manifesting Time: 1 reaction
You undo a single recent event by forcing a reroll of any Duration: Instantaneous
roll made within the last round (including your last turn).
Reality reshapes itself to accommodate the new result. When a creature within range you can see would fail a death
For example, a reality revision power could undo an saving throw, you project a beam of bright light from the
opponent’s successful save, a foe’s critical hit, or a friend’s center of your chest out to the target creature, healing it
failed save. You can force the reroll to be made with before it suffers the results of the failed death save. It regains
advantage or disadvantage, and you can choose whether a number of hit points equal to 5 + your psionic ability
to use the reroll or the original roll. modifier.
You might be able to achieve something beyond the scope Intensify. When you spend extra psi points to manifest this
of the above examples. State your desired revision of reality devotion, the amount of hit points the target creature regains
to the DM as precisely as possible. The DM has great latitude increases by 5 hit points for each additional psi point spent
in ruling what occurs in such an instance; the greater the beyond the minimum cost
revision, the greater the likelihood that something goes Autonomic Restoration
wrong. The revision might simply fail to take hold, the effect 2nd-level psychometabolism
suffer some undesirable outcome as the result of a runaway Psi Cost: 3 psi points
butterfly effect. For example, altering reality with the desire Manifesting Time: 1 reaction
that all Defilers be wiped from the world might propel you Range: Self
centuries forward in time to a period after the age of Heroes Components: O
has turned and destroyed all the defilers, effectively removing Duration: 1 minute
Similarly, revising reality such that you are in the You greatly accelerate your body's autonomic healing. For the
possession of a legendary magic item might pull you to the duration of this power, as long as you have at least 1 hit point,
location of the item’s current owner, rather than transporting you regain 2 hit points at the start of each of your turns. If you
the item to you. are reduced to 0 hit points, this power ends.
The stress of manifesting this power to produce any effect Intensify. When you spend extra psi points to manifest this
other than duplicating another power or spell taxes you devotion, for every additional psi point spent, the number of
mentally and physically. After enduring that stress, each time hit points you regain at the start of each of your turns
you manifest a power or cast a spell until you finish a long increases by 2.
rest, you take 1d10 psychic damage per level of that magical
effect. This damage can’t be reduced or prevented in any way. Psychic Prowess
In addition, your Strength drops to 3, if it isn’t 3 or lower 2nd-level psychometabolism
already, for 2d4 days. For each of those days that you spend
resting and doing nothing more than light activity, your Psi Cost: 3 psi points
Finally, there is a 33 percent chance that the psi points you Range: Self
wish spell or another reality revision, and it applies to any You channel your psychic potential to improve yourself.
increased maximum psi reserve you attain for gaining a level. Choose an ability score. Until the end of your next turn, you
gain advantage to all ability checks using the chosen ability
Autonomous Vitality score.
You weild psionic energy to restore health in yourself and Soothing Impulse
others. 2nd-level psychometabolism
Psychic Focus. While focused on this discipline, you can
use a bonus action to touch a creature that has 0 hit points Psi Cost: 3 psi points
Range: 60 feet
Components: O
Duration: Instantaneous
Intensify. When you spend extra psi points to manifest this Psi Cost: 5 psi points
devotion, the number of temporary hit points targets gain Manifesting Time: 1 action
from this devotion increases by 3 for each additional psi point Range: 60 feet
Vitality Transfer
2nd-level psychometabolism
You forcefully attune the vital rhythm of a creature you can
see within range to match your own. The target must succeed
Psi Cost: 3 psi points
on a Constitution saving throw, or you become linked for as
Manifesting Time: 1 action
long as you concentrate. A creature may choose to fail this
Range: Touch
saving throw if it wishes. At the end of each of its turns, the
Components: O
target may choose to make another Constitution saving
Duration: Instantaneous
throw, ending the link on a success.
While linked, you and the target have resistance to all
You touch one creature and transfer your vitality to it, while damage, and each time you or the creature takes damage, the
accepting its pain in return. You take 3d6 necrotic damage other linked creature takes the same amount of damage.
that cannot be mitigated in any way, and the target creature The link ends if you drop to 0 hit points or if you and the
regains a number of hit points equal to 15 + your psionic target become separated by more than 60 feet. It also ends if
ability modifier. this power or the warding bond spell is placed on either of
Intensify. When you spend extra psi points to manifest this the linked creatures. You may also end the link as an action.
devotion, for each additional psi point spent, the number of If you target a creature currently affected by warding bond
hit points the target creature regains increases by 5 and the with this power and they fail their saving throw, the warding
damage you take increases by 1d6. bond spell ends on that creature.
Beacon of Recovery Psychic Defibrillation
3rd-level psychometabolism
4th-level psychometabolism
Components: O
Components: A
Duration: Instantaneous
Duration: Instantaneous
You send out a wave of restorative psychic energy. You and up You touch a creature that has recently died and jumpstart its
to five allies you can see within range can immediately make body’s vital processes. The target creature must have died
saving throws against all effects that allow saving throws at within the last minute, or this devotion fails.
the start or end of an affected creature’s turn. The creature returns to life at 0 hit points but is stable. You
cannot return to life a creature that has died of old age, nor
Revitalization can you restore a creature missing any essential body parts.
3rd-level psychometabolism
Vitality Transfer Field
Psi Cost: 5 psi points
5th-level psychometabolism
Range: Touch
Psi Cost: 7 psi points
Components: O
Manifesting Time: 1 action
Duration: Instantaneous
Range: Self (60-foot radius)
Components: O
You touch one creature and restore vigor to it. Remove one of Duration: Instantaneous
deafened, paralyzed, or poisoned. Alternatively, you remove You generate a field of sympathetic transference of life
one disease from the creature. energy. Choose up to six creatures within range. Each target
Intensify. If you spend 4 additional psi points beyond this regains hit points equal to 15 + your psionic ability modifier,
devotion’s minimum cost, you manifest it as a 6th-level power, and you take 1d6 necrotic damage for each creature healed
and the list of conditions you can remove from the touched this way. The damage you take cannot be mitigated in any
creature expands to include the following: all reductions to way.
one of its ability scores, an effect that reduces its hit point
maximum, one level of exhaustion, or any other effect
specifically noted as removable with the greater restoration
spell.
DARK SUN | PSIONICS
126
Intensify. When you spend extra psi points to manifest this You extend your battle awareness outward to the minds of
devotion, for each additional psi point spent beyond the foes near you, and steer their enmity towards yourself. While
minimum cost the amount of hit points every target creature you concentrate, any enemy within range that makes a melee
regains increases by 5 and the total damage you take attack roll against a creature other than you does so with
increases by 1d6. disadvantage. Creatures that can’t be charmed are immune to
this effect.
Intensify. When you spend extra psi points to manifest this
Battle Trance devotion, this devotion’s radius extends by 5 feet for every
You focus your psionic power through your body with additional psi point spent beyond the minimum cost.
devasting affect. If you spend at least 3 additional psi points to extend this
Psychic Focus. You optimize your body for combat. Until devotion’s range, its effects also apply to ranged attacks that
your focus ends, any attack roll you make for a melee weapon affected creatures make against creatures other than you.
attack ignores disadvantage. If disadvantage would normally
apply to the roll, that roll also can’t benefit from advantage. Launching Strike
1st-level psychometabolism
Brute Strike
1st-level psychometabolism
Psi Cost: 2 psi point
Range: Self
Duration: Instantaneous
Components: O
the force of the blow, launching the target away from you. The
You channel your potential for violence into one strike. The target must succeed on a Strength saving throw or be
first time you hit with a melee weapon attack during this knocked 10 feet away from you in a straight line. If the target
power's duration, the attack deals an additional 1d10 damage hits an object, this movement immediately ends and the
of the same type of damage that your attack deals. If your target takes 2d6 bludgeoning damage.
attack deals more than one type of damage, you choose Intensify. When you spend extra psi points to manifest this
which type. devotion, for each additional psi point spent beyond the
Intensify. When you spend extra psi points to manifest this minimum cost the distance you knock the target back on a
devotion, the damage increases by 1d10 for each additional failed save increases by 10 feet and the potential damage if it
psi point spent beyond the minimum cost. hits an object increases by 1d6.
Enmity Feedback Psychokinetic Weapon
1st-level psychokinesis
2nd-level psychokinesis
Range: Self
Range: Touch
Components: O
Components: O
Duration: Instantaneous
Duration: Concentration, up to 10 minutes
When a creature within 60 feet of you that you can see You channel your battle trance as pure kinetic energy into
attacks you, you may manifest this devotion to impose one simple or martial melee weapon you touch. Until your
disadvantage on the triggering attack. If the attack hits you, concentration ends, that weapon becomes a magic weapon
the attacker takes 2d6 psychic damage. with a +1 bonus to its attack and damage rolls.
Intensify. When you spend extra psi points to manifest this Intensify. When you spend extra psi points to manifest this
devotion, the attack deals an extra 1d6 psychic damage for devotion, the weapon’s bonus to attack and damage rolls
every additional psi point spent beyond the minimum cost. increases by +1 for every 2 additional psi points spent beyond
the minimum cost, to a maximum total bonus of +3.
Harness Hostility
1st-level telepathy
Melee Combat Prescience
3rd-level clairsentience
Components: O
Range: Self
Duration: Instantaneous
action or make one melee weapon attack. Psi Cost: 2 psi point
Using psychic energy, you create illusions of objects, Duration: Concentration, up to 1 minute
Psychic Focus. While you focus on this discipline, ranged You cause one creature you can see within range to believe its
attacks against you have disadvantage. sight has become impaired. The target must make an
Intelligence saving throw. On a failed save, it takes 2d8
Déjà Vu psychic damage and is blinded to everything more than 10
1st-level telepathy
feet from it until your concentration on this devotion ends. On
a successful save, it takes half as much damage and its vision
Psi Cost: 2 psi points
is not affected.
Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this
Range: 90 feet
devotion, the damage increases by 1d8 for each additional psi
Components: A
point spent beyond the minimum cost.
Duration: 1 round
Tunnel Vision
You briefly befuddle the senses and perception of one 1st-level telepathy
The target must make an Intelligence saving throw. On a Psi Cost: 2 psi points
failure, it repeats the action or actions it took on its previous Manifesting Time: 1 action
creature from taking the same actions again (if the creature it Components: O
took the Attack action against last round is dead or out of Duration: Concentration, up to 1 minute
the devotion at the same intensity it previously did, etc.), the You fixate the attention of a creature you can see within range
target is instead incapacitated and doesn’t move until the solely on yourself. The target must make an Intelligence
beginning of your next turn. saving throw. On a failed save, the creature is so thoroughly
distracted by your presence that all other creatures are
Harassing Figment invisible to it until your concentration ends. This effect ends if
1st-level telepathy
the creature can no longer see or hear you, or if it takes
damage.
Psi Cost: 2 psi point
Components: None
Duration: Instantaneous
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action
You cause one creature you can see within range to believe a Range: Self
threatening enemy stalks it, just out of sight. The target must Components: A
make an Intelligence saving throw. On a failed save, it takes Duration: Concentration, up to 1 minute
melee attack rolls against it have advantage and it can’t use You cloak yourself from sight. You are invisible to all
reactions. On a successful save, it takes half as much creatures you can see until your concentration ends, or until
damage, and suffers no other effects. A creature is immune to immediately after you damage or otherwise affect any
this effect if it is immune to being frightened. creature with an attack, magical effect, or other ability.
Intensify. When you spend extra psi points to manifest this Intensify. When you manifest this devotion, you can target
devotion, the damage increases by 1d8 for each additional psi one creature you can see in addition to yourself within 60 feet
point spent beyond the minimum cost. of you for each additional psi point spent beyond the
minimum cost. Each target is invisible to all creatures seen
by at least one target. Your concentration ends if any creature
affected by this devotion damages or otherwise affects any
creature with an attack, magical effect, or other ability
Components: None
Components: O
You cause one creature you can see within range to perceive You reach into the mind of a creature you can see within
a horrifying figment of its imagination. The target must make range, and make it believe the object of its deepest desires
an Intelligence saving throw. On a failed save, the target appears before it. The target must make an Intelligence
believes a horrifying creature is adjacent to it until your saving throw. On a failed save, you gain partial control over
concentration ends. During this time, the target can’t take the target’s behavior for the duration of this power. On its
reactions, and takes 1d8 psychic damage at the start of each turn, you determine the target’s movement, as the target
of its turns. The target can repeat the saving throw at the end pursues the phantom object it covets. If the target has taken
of each of its turns, ending the effect on itself on a success. A damage since the end of its last turn, it can act normally,
creature is immune to this effect if it is immune to being otherwise it can only use its action to admire this phantom
frightened. object. The target can repeat the saving throw at the end of
Intensify. When you spend extra psi points to manifest this each of its turns, ending the effect on itself on a success.
devotion, the damage every round increases by 1d8 for each A creature is immune to this effect if it is immune to being
additional psi point spent beyond the minimum cost. charmed.
Crisis of Breath Vanishing
3rd-level telepathy
5th-level telepathy
Range: 60 feet
Range: Self (500 feet)
Components: A
Components: None
You reach into the mind of a creature you can see within You disappear from the perceptions of all creatures within
range, and make it believe it cannot breathe normally. The range. You turn invisible and remain so until your
target must make an Intelligence saving throw. On a failed concentration ends. While you are concentrating, you cannot
save, the target exhales all breath it has in its lungs and be detected by sound or scent, and creatures with
begins suffocating. extraordinary senses like blindsight or tremorsense can only
A suffocating creature can survive for a number of rounds detect you if their passive Perception is equal to or greater
equal to its Constitution modifier (minimum 1 round), and at than your power save DC.
the start of its next turn it drops to 0 hit points and is dying.
On each of its turns for the duration, the target can use its Chastise Remote Viewing
action to manually gasp for breath, extending the number of 6th-level telepathy
forgoes gasping for breath to take other actions, it may act Psi Cost: 9 psi points
normally except that it cannot speak or cast spells with verbal Manifesting Time: 1 action
can be healed above 0 hit points, but in order to remain Duration: 24 hours
action each turn for the duration. A creature is immune to You enfold yourself in an invisible, protective barrier against
this effect if it is immune to being charmed or does not need magic eyes, projections, or sensors that attempt to view you
to breathe. or your surrounding area (for example, the effects created by
Intensify. If you spend 5 extra psi points to manifest this arcane eye, clairvoyance, scrying, or thought projection). For
devotion, you manifest it as a 7th-level power, and you may the duration, whenever any such effect would be able to
affect up to four creatures you can see within range instead of sense you, the creator of the effect must make an Intelligence
one. saving throw. On a failure, the target takes 10d10 psychic
damage and cannot perceive you with the triggering effect.
Ectoplasm
Psi Cost: 10 psi points
Using this discipline, you create psionically infused
Manifesting Time: 1 action
ectoplasm from the astral plane.
Range: Self
Psychic Focus. While you focus on this discipline,
Components: None
ectoplasmic objects created by ectoplasmic object have their
Duration: 24 hours
duration changed to focus. You may also create Medium size
objects suck as any weapon and armor. Objects AC improves
You completely obscure your mind from outside influences. to 18 with 20 hit points.
For the duration, you are immune to psychic damage, effects
that would sense your emotions or read your thoughts, Ectobolt
divination spells and clairsentience powers, and the charmed 1st-level metacreativity
revision power, and spells or effects of similar magnitude Psi Cost: 2 psi point
used to affect your mind or to gain information about you. Manifesting Time: 1 action
Range: 90 feet
Crisis of Life Components: A, O
8th-level telepathy
Duration: Instantaneous
The target dies if it accrues three failed death saving Manifesting Time: 1 action
the duration. If the target takes damage, it does not suffer Duration: Instantaneous
points have already been reduced to 0. You pull forth matter from the astral plane and transmogrify
For the duration, magical or mundane healing and it to match a damaged object or creature you touch. If you
assistance cannot allow the target to return consciousness or manifest this power on an object, you can repair up to 1 cubic
stabilize it. foot of material.
A creature is immune to this effect if it is immune to being You can repair a break or tear, fuse broken halves together,
charmed. or fill in missing gaps.
If you manifest this power on a construct or undead
Mesmerizing Voice creature instead of an object, the creature regains 2d8 hit
9th-level telepathy
points. This power has no effect on any other kind of
creature.
Psi Cost: 13 psi points
Intensify. When you spend extra psi points to manifest this
Manifesting Time: 1 action
devotion on a construct or undead creature, the amount of hit
Range: Touch
points the creature regains increases by 1d8 for every
Components: None
additional psi point spent beyond the minimum cost.
Duration: 1 hour
When the devotion ends, the ectoplasmic staircase Psi Cost: 5 psi points
Intensify. When you spend extra psi points to manifest this Range: Self
each additional psi point spent beyond the minimum cost. Duration: 1 minute
Spectral Wall You transmogrify yourself, including all equipment you are
1st-level metacreativity
wearing, into a generally humanoid mass of translucent,
Use an Object actions. You can fly with a speed of 20 feet and
You pull matter from the astral plane and create a wall of can hover, and you can move through any gap that air can
cloudy ectoplasm that lasts until your concentration ends. pass through without squeezing. You cannot enter water or
The wall is 60 feet long, 15 feet high, and 1 foot thick. other liquids, and you automatically fail saving throws to
At least one 10-foot section of the wall must be within resist effects that create strong winds.
range when you create it. Creatures can pass through the For the duration, you may only cast spells or manifest
wall without hindrance, but the wall blocks vision. When the psionic powers that have no somatic, verbal, or material
power ends, the ectoplasmic wall evaporates. components. To successfully cast such a spell or manifest
Intensify. If you spend 2 additional psi points beyond the such a power, you must succeed on a DC 20 Constitution
minimum cost to manifest this devotion, you fortify the wall saving throw. On a failure, the casting or manifesting time is
with more ectoplasm on creation, making it solid. Creatures wasted, but spell slots or psi points are not.
cannot pass through the solid version of the wall. Each 5-foot
wide section of this wall has AC 12 and 10 hit points. Spectral Shell
Breaking one section creates a 5-foot by 5-foot hole in it, but 4th-level metacreativity
2nd-level metacreativity
Components: A, O
A target that is trapped in a shell while flying falls Psi Cost: 2 psi points
immediately, but the shell protects it from falling damage. Manifesting Time: 1 action
The ectoplasmic shell is buoyant, and floats to the surface if it Range: Touch
When the power ends, the ectoplasmic shell evaporates. Duration: 8 hours
minimum cost to manifest this devotion, you manifest it as an You touch your psicrystal and reinforce its crystalline lattice,
8th level power, and it potentially traps all creatures strengthening its ability to weather harm. Your psicrystal’ s
regardless of size in a 20-foot-radius sphere centered on a maximum and current hit points increase by 10 for the
point you choose within range (provided they fail their saving duration. This power ends early if your focus on imbue
throws). Each creature is trapped in an individual shell, and psicrystal ends.
the shells created have AC 20 and 50 hit points Intensify. When you spend extra psi points to manifest this
devotion, you increase your psicrystal’ s current and
Spectral Mist maximum hit points by an extra 5 for each additional psi
5th-level metacreativity
point spent beyond the minimum cost.
Range: 90 feet
Components: A, O
Psi Cost: 2 psi point
Range: Touch
plane and create a roiling, tangible mist of turbulent psychic Duration: Instantaneous
10-foot cubes, which you can arrange as you wish. Each cube When you cast imbue psicrystal, you may manifest this
must have at least one face adjacent to the face of another devotion as a reaction to impart the psicrystal with a facet of
cube. your personality as you create it. If you do, for as long as you
On your turn, you can direct any or all cubes of the mist’s focus on imbue psicrystal, the psicrystal is associated with a
area to move up to 20 feet in any direction, but they must still particular skill and gains the ability to use its reaction to roll
be adjacent to one another during and after this movement. a d6 and add the result to one ability check you make with
The mist lasts for the duration, or until strong wind disperses that skill, so long as you are within 15 feet of the psicrystal.
it, ending the power. The psicrystal may take this reaction after you roll the
The mist can occupy the same space as other creatures ability check, but it must do so before the DM determines if
and objects, and its area is heavily obscured. When a creature the result was a success or failure.
enters the mist’s area for the first time on a turn or starts its
turn there, it takes 9 psychic damage from the mist’s psychic
turbulence. A creature in the area must succeed on a DC 15
Constitution saving throw to cast spells or manifest powers.
On a failure, the casting or manifesting time is wasted, but
spell slots or psi points are not.
Intensify. When you spend extra psi points to manifest this
devotion, the damage increases by 1 for each additional psi
point spent beyond the minimum cost and the mist’s area
increases by one 10-foot cube.
Range: 30 feet
Components: O
Psi Cost: 6 psi points
Duration: Instantaneous
Manifesting Time: 1 action
enemy it can see. Your psicrystal makes a ranged power Duration: Instantaneous
hit, the target takes 4d10 piercing damage. Hit or miss, the You direct your psicrystal to spray thousands of tiny needle-
launched sliver teleports back to your psicrystal and merges like shards of itself in a 15-foot cube adjacent to it. All
into it. creatures in the area automatically take 8d4 piercing
Intensify. When you spend extra psi points to manifest this damage, then all the sprayed pieces of your psicrystal teleport
devotion, the damage increases by 1d10 for every additional back into the greater whole, reforming it.
psi point spent beyond the minimum cost. Intensify. When you spend extra psi points to manifest this
devotion, the damage increases by 2d4 for every additional
Project Eidolon psi point spent beyond the minimum cost.
3rd-level metacreativity
Solicit Psicrystal
Psi Cost: 5 psi points
5th-level telepathy
Range: 30 feet
Psi Cost: 7 psi points
Components: A, O
Manifesting Time: 1 reaction
Duration: Up to 1 hour
Range: Touch
Components: None
You move your psicrystal to an unoccupied space within Duration: Until dispelled
coalesce it around your psicrystal into the shape of an When you manifest this power, your psicrystal takes over
eidolon, a construct made of solid thought. focus for the imbue psicrystal power, allowing you to begin
Your psicrystal becomes the core of this eidolon. Its focusing on another psychic focus without ending the
statistics are completely replaced by the eidolon’s and you duration of imbue psicrystal. Additionally, if you begin
cannot manifest a power within the imbue psicrystal concentrating on any other power, spell, or feature within 1
discipline again while the eidolon exists. The eidolon minute after manifesting this devotion, you may use your
disappears when it drops to 0 hit points, when this power’s reaction to transfer your concentration on that effect to your
duration expires, or when you dismiss it as an action. psicrystal.
devotion, the damage increases by 1d6 for every additional Psi Cost: 11 psi points
psi point spent beyond the minimum cost. Manifesting Time: 1 hour
Range: Touch
7th-level metacreativity
Duration: Instantaneous
Range: 60 feet
Range: 30 feet
Components: O
Components: A
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You direct your psicrystal to move into the space of a creature You leach the inertia from one creature you can see within
you can see within range and touch it. If the target has 100 range, making it appear to move in a slower frame of
hit points or less, it becomes crystallized. Otherwise, the reference. The target must succeed on a Charisma saving
power has no effect. throw or be affected by this devotion for the duration.
A crystallized creature is petrified, except that it does not An affected target’s speed is halved, it has disadvantage on
gain resistance to thunder damage. Additionally, if an affected Dexterity saving throws, and it can’t use reactions. On its
target takes 10 or more thunder damage from any single turn, it can use either an action or a bonus action, not both.
attack or effect, its crystallized form shatters, killing it Regardless of the creature’s abilities or magic items, it can’t
instantly. make more than one melee or ranged attack during its turn.
If the creature falls while affected by this devotion, it falls
only 60 feet a round until the effect ends, and it if it lands
Inertial Manipulation before the effect ends it takes no falling damage.
You learn to manipulate kinetic energy around you, A creature affected by this power makes another Charisma
accelerating and decelerating it as you see fit. saving throw at the end of each of its turns. On a successful
Psychic Focus. While focused on this discipline, you take save, the effect ends for it.
no falling damage and ignore difficult terrain. Intensify. When you spend extra psi points to manifest this
devotion, you may target one additional creature within range
Urgent Charge for every additional psi point spent beyond the minimum cost.
1st-level psychoportation
Inertial Armor
Psi Cost: 2 psi points
2nd-level psychoportation
Components: A
Manifesting Time: 1 action
Duration: Instantaneous
Range: Self
Components: None
use their reaction to move up to their speed in a straight line You wreath yourself with a persistent, intangible field of
toward their nearest enemy. warped space that absorbs and redirects the kinetic energy of
attacks made against you. For the duration, your Armor Class
Urgent Movement becomes 14 + your Dexterity modifier.
1st-level psychoportation
Intensify. When you spend extra psi points to manifest this
You impart an impulse of potential energy in up to 5 allies Psi Cost: 3 psi points
you can see within range. Each of those allies can use their Manifesting Time: 1 action
Duration: Concentration, up to 10 minutes
must make a Strength saving throw. On a successful save, a Psi Cost: 5 psi points
creature can pass through it. A creature must make this Manifesting Time: 1 reaction
saving throw whenever it attempts to pass through the wall, Range: Self
Urgent Violence
2nd-level psychoportation
You suspend gravity around you and seize control of the
angular velocity of your inertia. For the duration, you gain a
Psi Cost: 3 psi points
flying speed of 60 feet.
Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this
Range: 30 feet devotion, you may affect one additional creature within 30
Components: A
feet of you for every additional psi point spent beyond the
Duration: Instantaneous
minimum cost. Affected creatures gain a flying speed of 60
feet for as long as you concentrate.
You impart an impulse of potential violence in one ally you
can see within range. That ally can use their reaction to Tactical Aura
immediately take the Attack action, attacking as though it 3rd-level psychoportation
were their turn. You choose the targets of the ally’s attacks.
Intensify. When you spend extra psi points to manifest this Psi Cost: 5 psi points
devotion, you may choose one additional ally for every Manifesting Time: 1 action
additional psi point spent beyond the minimum cost. Range: Self (60-foot radius)
Components: A
3rd-level psychoportation
You create an aura of coordination and tactical potential.
Psi Cost: 5 psi points
Until your concentration ends, any ally within range can use a
Manifesting Time: 1 action
bonus action on their turn to take the Dash or Disengage
Range: 30 feet
action, or they may roll a d4 and add the result to each attack
Components: A
roll they make that turn.
Duration: Concentration, up to 1 minute
Inertial Nullification
You transfer a creature’s future inertial potential into its 4th-level psychoportation
within range. For as long as you concentrate, the target’s Psi Cost: 6 psi points
speed is doubled, it gains a +2 bonus to AC, it has advantage Manifesting Time: 1 action
on each of its turns. That action can be used only to take the Components: A
Attack (one weapon attack only), Dash, Disengage, Hide, or Duration: Concentration, up to 10 minutes
When the devotion’s duration ends, the target is You strip all inertia and momentum from a creature you can
incapacitated and has a speed of 0 until the end of its next see within range. The target must make a Charisma saving
turn, as it experiences the future from which all its inertial throw. On a failed save, the creature is cut off from nearly all
potential was borrowed. physical and magical interactions. A target can choose to fail
Intensify. If you spend 5 extra psi points to manifest this this saving throw if they wish.
devotion, you manifest it as a 7th-level power, and you may An affected creature can’t be damaged by attacks or effects,
affect up to five willing creatures you can see within range nor can it damage or affect anything else. The creature’s
instead of one. speed is reduced to 0, and it hovers in place, unable to fall.
This power can be dispelled by targeting the affected
creature with the accelerate power or the haste spell, but
these then have no further effect on the target.
Components: A
Components: O
You intensely magnify the acceleration of gravity in a 50-foot You fix your gaze on one creature or object you can see
radius, 100-foot high cylinder centered on a point within within range and cause it to burst into flames. The target
range. Creatures who take falling damage in the area suffer must make a Constitution saving throw.
an extra 1d12 bludgeoning damage for every 10 feet they fall. On a failed save, the target takes 2d10 fire damage, and it
A creature’s walking speed is reduced to 5 feet in the area, catches on fire, taking 1d6 fire damage at the end of each of
and when it enters the area for the first time on a turn or its turns until your concentration ends or until it or a creature
starts its turn there, it must make a Strength saving throw. adjacent to it extinguishes the flames with an action. On a
On a failure, the creature takes 4d8 bludgeoning damage and successful save, the target takes half as much damage and
is knocked prone. On a success, the creature takes half of this doesn’t catch fire.
damage. Intensify. When you spend extra psi points to manifest this
In addition to the above effects, flying creatures who are in devotion, the initial damage increases by 1d10 for each
the area when you manifest this power, or who fly into the additional psi point spent beyond the minimum cost.
area, must make a Dexterity saving throw. On a failure, the
creature crashes, falling to the ground. On a success, the Synaptic Arc
creature may use its remaining flying speed to exit the area, 1st-level psychokinesis
and its altitude is halved. If it cannot exit the area with this
movement, it falls as if it failed the saving throw. Psi Cost: 2 psi point
Kinesis Components: A, O
Through the use of psionic energy, you create and control Duration: Concentration, up to 1 minute
Psychic Focus. While focused on this discipline you can Visible arcs of synaptic lightning extend from your brow to
change any power or spell that deals acid, cold, fire, lightning strike creatures before you. Each creature in a 15-foot cone
or thunder damage to another elemental damage type of your must make a Dexterity saving throw, and if the target is
choice. wearing heavy armor it makes the save with disadvantage.
On a failed save, a creature takes 1d10 lightning damage,
Cold Snap and it has disadvantage on ability checks and ranged attacks
1st-level psychokinesis
until your concentration ends.
save, the target takes half as much damage and it suffers no Psi Cost: 3 psi points
A target that has its speed reduced by this devotion can Range: Self (30-foot cube)
repeat the saving throw at the end of each of its turns, ending Components: A
devotion, the damage increases by 1d8 for each additional psi The air before you crackles as you strip heat from a 30-foot-
point spent beyond the minimum cost. by-30-foot cube originating from you. Any creature in the area
when you manifest this devotion and any creature that ends
Components: O
Range: 120 feet
Duration: Instantaneous
Components: A, O
Duration: Concentration, up to 1 minute
within range, until it explodes like a miniature sun. Each Choose a point you can see within range. The air in a 20-foot
creature in a 10 foot-radius sphere centered on that point radius sphere centered on that point becomes deathly cold
must make a Constitution saving throw, taking 4d6 fire and instantly freezes creatures in place. Each creature in the
damage and being knocked prone on a failed save, or half as area must make a Constitution saving throw. On a failed save,
much damage on a successful save with no other effects. a target takes 4d8 cold damage, and its speed is reduced to 0
until your concentration ends. On a successful save, a target
Ultrasonic Tone takes half as much damage and suffers no further effect.
2nd-level psychokinesis
As an action, a target that has its speed reduced can end
that effect early if it succeeds on a Strength (Athletics) check
Psi Cost: 3 psi points
with a DC equal to your power save DC.
Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this
Range: Self (60-foot line)
devotion, the damage increases by 1d8 for every additional
Components: A, O
psi point spent beyond the minimum cost.
Duration: Concentration, up to 1 minute
Synaptic Leap
A line of intense, high-pitched sound 60 feet long and 5 feet 3rd-level psychokinesis
wide blasts from you in a direction you choose for the power’s
When a creature enters the line for the first time on its turn Manifesting Time: 1 action
or starts its turn there, it must make a Constitution saving Range: Self (60-foot line)
every 1 foot it moves when moving closer to you. You cause yourself to sublimate into pure synaptic lightning
As a bonus action on each of your turns while you and shoot forth in a line that is 60 feet long and 5 feet wide.
concentrate, you can change the direction in which the line Each creature in the line besides yourself must make a
blasts from you. Dexterity saving throw, taking 6d6 lightning damage on a
Intensify. When you spend extra psi points to manifest this failed save, or half as much damage on a successful one. You
devotion, the damage increases by 1d10 for every additional then teleport to an unoccupied space touched by the end of
psi point spent beyond the minimum cost. the line opposite from the space you occupied when you
manifested this power.
Energy Wave Intensify. When you spend extra psi points to manifest this
3rd-level psychokinesis
devotion, the damage increases by 1d6 for each additional psi
point spent beyond the minimum cost.
Psi Cost: 5 psi points
Components: O
Duration: Instantaneous
Psi Cost: 6 psi points
Manifesting Time: 1 action
Range: Self
Range: 60 feet
Components: O
Components: A
You ignite your body in psionic fire. While you concentrate, You create a shockwave of incredibly loud sound that extends
you are immune to fire damage, and any creature that ends out in a 20-foot-radius sphere centered on a point you can see
its turn within 5 feet of you takes 3d6 fire damage. within range. Each creature in the area must make a
Additionally, you shed bright light in a 30-foot radius and dim Constitution saving throw. On a failed save, a target takes 8d6
light for an additional 30 feet for the duration. thunder damage, and it is stunned until the end of your next
turn. On a successful save, a target takes half as much
Noise Barrier damage and is not stunned.
4th-level psychokinesis
Intensify. When you spend extra psi points to manifest this
Range: 60 feet
Components: A, O
Mindlink
Duration: Concentration, up to 10 minutes
You have mastered the art of telepathic communication, using
damage, is pushed in a straight line up to 30 feet away from Psi Cost: 2 psi points
The wall blocks any sound from passing through it, and the Range: 30 feet
another effect that deals thunder damage overlaps with the Duration: Instantaneous
dispelling or destroying it. You ask a question of one creature that can see and hear you
within range, your voice reverberating with unnatural
Synaptic Web gravitas.
5th-level psychokinesis
The question must be phrased so that it can be answered
with a yes or no, otherwise the power fails. The target must
Psi Cost: 7 psi points
succeed on a Charisma saving throw, or it replies with a
Manifesting Time: 1 action
truthful answer.
Range: 90 feet
A creature is immune to this effect if it does not share a
Components: A, O
language with you or if it is immune to being charmed.
Duration: Instantaneous
1st-level telepathy
Psi Cost: 2 psi point
Range: Self
Components: O
Components: None
Duration: Instantaneous
Your eyes flare in a moment of concentrated, telepathic anger,
While you concentrate on this power, you know when a as you lash out at one creature you are telepathically
creature communicating with you via telepathy is lying. communicating with. The target must make a Charisma
saving throw. On a failed save, it takes 2d10 psychic damage
Metaconcert and suffers disadvantage on its next Intelligence, Wisdom, or
1st-level telepathy
Charisma saving throw before the end of your next turn. On a
successful save, it takes half as much damage, and does not
Psi Cost: 2 psi point
suffer disadvantage from this devotion.
Manifesting Time: 1 reaction
Intensify. When you spend extra psi points to manifest this
Range: Self
devotion, the damage increases by 1d10 for each additional
Components: None
psi point spent beyond the minimum cost.
Duration: 1 hour
Missive
When you manifest this devotion, you begin communicating 2nd-level telepathy
In addition, for the duration of this devotion, you can use a Manifesting Time: 1 action
bonus action on your turn to share one memory of your Range: Self (500-foot radius)
with, or allow one target to share one of its memories with Duration: Instantaneous
recipients of a memory gain perfect recall of one thing the You broadcast a short telepathic message of up to 25-words
sender of the memory saw or did. to every creature within range. Any creature you can see, as
Intensify. When you spend extra psi points to manifest this well as any creatures that you know or know of in the area
devotion, you can add an additional target creature to your can be included or excluded from this communication. This
mindlink communication for each additional psi point spent communication is one way only and instantaneous. If a
beyond the minimum cost. recipient of your communication does not share a language
with you, it perceives only garbled mental gibberish.
Mislead
1st-level telepathy
Range: 60 feet
Components: None
Duration: 5 minutes
creature takes 5d8 psychic damage, and the only action it can
Psi Cost: 3 psi points
take on its next turn is the Attack action. If the target chooses
Manifesting Time: 1 action
to take the Attack action on its turn, it makes all of its attacks
Range: Self (500-foot radius)
on that turn with advantage, but all attacks against the target
Components: None
of this power have advantage until the start of its next turn.
Duration: Concentration, up to 1 minute
On a successful save, the target takes half as much
its reasoning (if any), its emotional state, and something that Psi Cost: 5 psi points
looms large in its mind (such as something it worries over, Manifesting Time: 1 hour
loves, or hates). If it succeeds, this power ends. Either way, Range: 30 feet
the target knows that you are probing into its mind. Components: None
effective as part of an interrogation. You probe the mind of a creature you can see within range.
The target must remain within 30 feet of you for the entire
Absolute Terror manifesting time, otherwise the devotion fails.
3rd-level telepathy
The target must make three Wisdom saving throws, and
Until your concentration ends, it takes 1d6 psychic damage Psi Cost: 6 psi points
for every other creature within 5 feet of it at the end of each Manifesting Time: 1 reaction
of its turns. On a successful save, the target takes only half Range: Unlimited
this devotion beyond the minimum cost, the target takes 1 You form a telepathic connection to a creature familiar to you.
additional psychic damage for every other creature within 5 The target must have an Intelligence of at least 2, otherwise
feet of it at the end of each of its turns while you concentrate. this power fails and the manifesting time and psi cost are
wasted. If the target knows you, it recognizes your mind
Anger Impulse touching its own as you form this connection. While you
3rd-level telepathy
concentrate, you may telepathically communicate twenty-five
war, causing their deaths, and I can barely live with the Psi Cost: 7 psi points
shame” or “Violence is never the answer, I will never touch a Manifesting Time: 1 action
With one failed saving throw, the idea or memory lasts for Components: A, O
the next 4 hours. With two failed saving throws, it lasts for 24 Duration: Concentration, up to 1 minute
Intensify. If you spend 5 extra psi points to manifest this Your force of will overwhelms another creature, allowing you
devotion, you manifest it as an 8th-level power, its to control its higher motor functions. You target one creature
manifesting time is shortened to 1 minute, and the idea or you are telepathically communicating with.
memory lasts one week with one failed saving throw, one The target must make a Charisma saving throw. On a
month with two failed saving throws, or is permanent with failed save, you choose the target’s movement and action on
three failed saving throws. each of its turns while you concentrate.
On a successful save, the target is unaffected. At the end of
Post-Hypnotic Suggestion each of the target’s turns it can repeat the saving throw,
4th-level telepathy
ending the power on a success.
A creature is immune to this effect if it is immune to being
Psi Cost: 6 psi points
charmed
Manifesting Time: 1 action
Range: 60 feet
Death Urge
Components: None
6th-level telepathy
Duration: Up to 7 days
Psi Cost: 9 psi points
You mentally implant a suggested course of activity (limited Manifesting Time: 1 action
you awake two days from now” or “when you come within Components: A
Creatures that can't be charmed are immune to this effect. You slip an artificial, self-destructive instinct into the mind of
When you manifest this power, the target must one creature you are telepathically communicating with. The
immediately make a Wisdom saving throw. On a success, the target must make a Wisdom saving throw. On a failed save,
target perceives a faint whisper intruding into its mind, but is the target is affected. On its next turn, an affected target
not otherwise affected, and you know the suggestion did not attempts to end its life by the most direct means possible. If
take hold. On a failure, the suggestion and trigger are the target is armed, it takes the Attack action to make attacks
telepathically implanted in the target without their notice. against itself, all of which automatically hit and are critical
The suggestion must be worded in such a manner as to make hits. The target may repeat the saving throw after each
the course of action sound reasonable. Suggesting the attack, ending this power’s effects on a success.
creature stab itself, throw itself onto a spear, immolate itself, If the target is unarmed, it moves as far as it can, including
or do some other obviously harmful act ends the effect. taking the Dash action if necessary, to its nearest enemy and
lowers its guard, provoking an opportunity attack.
answers, but after you receive an answer from it, it may make Psi Cost: 13 psi points
a Wisdom saving throw if it has at least 1 hit point, becoming Manifesting Time: 1 action
Components: A,O
8th-level telepathy
as a bonus action.
1st-level psychoportation
Range: Touch
Components: O
Range: 60 feet
You touch a creature or object and teleport tiny pieces of it
Components: A
away, flaying away layers of its surface.
Duration: Instantaneous
Make a melee power attack against the target. If you hit,
you deal 3d12 necrotic damage to the target.
You choose a point you can see within range and rearrange Intensify. When you spend extra psi points to manifest this
the spatial coordinates of every creature within a 10-foot- devotion, the damage increases by 1d12 for each additional
radius sphere centered on that point. psi points spent beyond the minimum cost.
Each creature in the sphere must succeed on a Charisma
saving throw or take 2d6 force damage and be teleported to Temporal Shunt
an unoccupied space of your choice in the sphere. Any loose 3rd-level psychoportation
choice within it if the object weighs no more than 100 Psi Cost: 5 psi points
Intensify. When you spend extra psi points to manifest this Range: Touch
psi point spent beyond the minimum cost. Duration: Concentration, up to 1 minute
devotion’s damage, you may increase the radius of the sphere You attempt to propel one creature you touch up to a minute
to 20 feet. in the future. The target must succeed on a Charisma saving
throw, or be shunted forward in time one minute,
Mystic Traveler disappearing for the duration of this power.
1st-level psychoportation
When this power ends, the target reappears in the space it
was occupying when shunted or in the nearest unoccupied
Psi Cost: 2 psi point
space if that space is occupied. A shunted target perceives no
Manifesting Time: 1 action
personal time passing between the moment it was shunted
Range: Touch
and when it reappears.
Components: None
Intensify. For every additional psi point spent when you
Duration: Until dispelled
manifest this devotion, the power’s range increases by 10 feet
and you may target one additional creature in range.
You or one willing creature you touch become a mystic
traveler, able to join a group journey enabled by the mystic Immovability
caravan power. This power’s duration ends early if the mystic 4th-level psychoportation
within 1 hour of manifesting this power. This power also Psi Cost: 6 psi points
ends early if the mystic caravan journey ends. Manifesting Time: 1 action
Range: Self
Components: O
not.
Psi Cost: 6 psi points
If your journey ends with only 1 failure, all mystic travelers
Manifesting Time: 1 action
are transported to your intended plane of existence, arriving
Range: 150 feet
at a random location, but suffer two levels of exhaustion due
Components: O
to the difficulties of the astral journey.
Duration: 1 minute
If your journey ends with 2 failures, you are forced to turn
Mystic Caravan
5th-level psychoportation
Psi Cost: 9 psi points
Range: Touch
Duration: Instantaneous
Components: O
Duration: Up to 5 days
You focus ominously on a creature you can see within range
Bestial Claws
Your condition returns to what it was at the end of your 1st-level psychometabolism
You must maintain an accurate record of your hit points, psi Psi Cost: 2 psi points
points, uses remaining of features, and other pertinent Manifesting Time: 1 action
information regarding your overall condition for the point at Range: Self
such information, the power fails. This power only returns Duration: Instantaneous
on your equipment, including magic items. You tap into latent, predator instincts and briefly reshape
your hands into long claws.
Temporal Regression Make a melee power attack against a creature within 5 feet
9th-level psychoportation
of you. On a hit, this attack deals slashing damage equal to
2d4 + your psionic ability modifier.
Psi Cost: 13 psi points
Intensify. When you spend extra psi points to manifest this
Manifesting Time: 1 action
devotion, the damage increases by 2d4 for each additional psi
Range: Self
point spent beyond the minimum cost.
Components: O
Duration: Instantaneous
You fix a bestial version of yourself in your mind and manifest Venomous Spit
your vision physically. When you use this ability, you choose 1st-level psychometabolism
one or more of the following effects. Each effect has its own
Add them together to determine the total cost and power Manifesting Time: 1 action
level of this devotion. Your transformation lasts until you die, Range: Self (30 feet)
until you end it as a bonus action, or until the duration ends. Components: O
The duration is a number of hours equal to the final power Duration: Instantaneous
Aquatic (2 psi, level 1). You gain fins and webbing You alter your glands to turn your saliva into a potent venom,
between your fingers and toes; you gain a swimming speed and spit it at one creature you can see within 30 feet of you.
equal to your walking speed. The target must make a Constitution saving throw. On a
Climbing (2 psi, level 1). You grow tiny hooked claws that failed save, it takes 2d6 poison damage and is poisoned until
give you a climbing speed equal to your walking speed. the end of your next turn. On a successful save, the target
Flight (6 psi, level 3). Wings sprout from your back. You takes half as much damage and isn’t poisoned.
gain a flying speed equal to your walking speed. Intensify. When you spend extra psi points to manifest this
Keen Senses (2 psi, level 1). Your eyes and ears become devotion, the damage increases by 1d6 for each additional psi
more sensitive. You gain advantage on Wisdom (Perception) point spent beyond the minimum cost.
checks.
Perfect Senses (3 psi, level 2). You gain a keen sense of Corrosive Sting
smell and an instinct to detect prey. You can see invisible 2nd-level psychometabolism
Tough Hide (2 psi, level 1). Your skin becomes as tough Manifesting Time: 1 action
Components: A
1st-level psychometabolism
1st-level psychometabolism
Manifesting Time: 1 action
Range: Self
Range: Self
Components: O
You gain 10 temporary hit points and you become Large until
Duration: Concentration, up to 10 minutes
your concentration ends, if you’re not already Large or larger.
You inhale more deeply than should be possible, then exhale Truevenom
a wave of virulent breath in a line 5 feet wide and 60 feet 4th-level psychometabolism
area must make a Constitution saving throw, taking 8d6 Psi Cost: 6 psi points
damage of your chosen type on a failed save, or half as much Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this Components: None
devotion, the damage increases by 1d6 for every additional Duration: 1 hour
least 2 additional psi points to increase this devotion’s You psionically alter your venom into a magically potent form.
damage, you may choose to exhale your breath in a 60 foot For the duration, whenever you would deal poison or acid
cone instead of a line. damage with the poison cloud talent or a power within the
primal metabolism discipline, your poison or acid damage
Metamorphosis ignores any resistance to poison or acid damage affected
3rd-level psychometabolism
creatures might have, and creatures with immunity to poison
or acid damage take half damage from your poison or acid
Psi Cost: 5 psi points
damage (instead of none).
Manifesting Time: 1 action
Intensify. If you spend 1 additional psi point when
Range: Self
manifesting this devotion beyond its minimum cost, you
Components: O
manifest it as a 5th level power, and any creature affected by
Duration: Concentration, up to 1 hour
a power you manifest within the primal metabolism
discipline or the poison cloud talent does not benefit from
You transmogrify your body into a new form. Choose one of immunity to the poisoned condition if that power poisons
the following effects. them.
Change Appearance. You transform your appearance. You
decide what you look like, including your height, weight, True Metabolism
facial features, the sound of your voice, hair length, 5th-level psychometabolism
make yourself appear as a member of another race, though Psi Cost: 7 psi points
none of your statistics change. You also can't appear as a Manifesting Time: 1 reaction
creature of a different size than you, and your basic shape Range: Self
stays the same. The change to your appearance lasts for the Components: O
transformation lasts for the duration, or until you drop to 0 You dig deep into the primal healing capabilities of your
hit points or die. Your new form can be any beast whose evolutionary antecedents and rapidly accelerate cell growth
challenge rating is equal to or less than your level. Your game and regeneration. Until your concentration ends, you regain
statistics, including mental ability scores, are replaced by the 10 hit points at the start of each of your turns.
statistics of the chosen creature. You retain your alignment
and personality.
Psychic Focus. While focused on this discipline the range Manifesting Time: 1 action
on the mind thrust talent is doubled, and when you deal Range: 60 feet
psychic damage you deal additional damage equal to your Components: A
Duration: Instantaneous
Ego Whip
2nd-level telepathy
of one creature you can see within range. The target must Psi Cost: 3 psi points
make a Wisdom saving throw. On a failed save, it takes 2d6 Manifesting Time: 1 action
psychic damage and can’t move closer to you until the end of Range: 60 feet
its next turn. On a successful save, it takes half as much Components: O
Intensify. When you spend extra psi points to manifest this You form your thoughts into a briefly perceptible whip of
devotion, the damage increases by 1d6 for each additional psi telepathic energy, and strike the mind of one creature you can
point spent beyond the minimum cost. see within range, forcefully imposing a sudden and intense
feeling of self-doubt in it. The target must make a Wisdom
Implant Beacon saving throw. On a failed save, the creature takes 3d8 psychic
1st-level clairsentience
damage, and it can only take the Dodge, Disengage, or Hide
minimum cost.
You force a clairsentient beacon into the psyche of a creature
you can see. The target must succeed on a Wisdom saving Psychic Daze
throw or else you know the distance and direction between 2nd-level telepathy
you and the target, as long as you are on the same plane of
existence, until the effect ends. A target can repeat the saving Psi Cost: 3 psi points
throw at the end of each hour, ending the effect on a success. Manifesting Time: 1 action
You may only have one beacon active at a time. If you Range: 60 feet
manifest this power on a second target, your awareness of Components: A
the first one fades, regardless of the second target’s success Duration: Instantaneous
Intensify. If you spend an addition 2 psi points to manifest You briefly pause the higher brain functions of one creature
this devotion beyond the minimum cost, the target may only you can see within range. The target must make a Charisma
repeat the saving throw when they finish a long rest, ending saving throw.
the effect on a success. On a failed save, the target takes 2d12 psychic damage and
is incapacitated until the end of your next turn, or until it
halved
Range: 60 feet
Range: 60 feet
Components: O
Components: O
You force disrupting thoughts into the mind of a creature you You briefly suppress all wants and desires of a creature you
can see within range. The target must make a Wisdom saving can see within range. The target must make a Wisdom saving
throw. On a failure, the target takes 3d8 psychic damage and throw, taking 8d8 psychic damage on a failed save, or no
acts erratically for the duration. An affected target can’t take damage on a successful one.
reactions and must roll a d10 at the start of each of its turns Additionally, if the target fails its saving throw, it is
to determine its behavior for that turn. incapacitated and its speed is reduced to 0 until your
concentration ends. The target may repeat this saving throw
1d10 Behavior at the end of each of its turns, ending the effect on itself on a
1 The creature uses all its movement to move in a success. A creature is immune to this effect if it is immune to
random direction. To determine the direction, roll a being charmed.
d8 and assign a direction to each die face. The Intensify. When you spend extra psi points to manifest this
creature doesn’t take an action this turn. devotion, the damage increases by 1d8 for each additional psi
2-6 The creature doesn’t move or take actions this turn. point spent beyond the minimum cost
7-8 The creature uses its action to make a melee attack
against a randomly determined creature within its Mind Blast
reach. If there is no creature within its reach, the 4th-level telepathy
9-10 The creature can act and move normally. Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this Components: O
devotion, you may target 1 additional creature you can see Duration: 1 minute
within range for every additional psi point spent beyond the
minimum cost. You emit a blast of psychic energy in a 60-foot cone. Each
creature in the area must succeed on an Intelligence saving
Mind Storm throw or take psychic damage equal to 6d8 + your psionic
3rd-level telepathy
ability modifier and be stunned for the duration. A stunned
creature can repeat the saving throw at the end of each of its
Psi Cost: 5 psi points
turns, ending the effect on itself on a success.
Manifesting Time: 1 action
Duration: Instantaneous
Psi Cost: 6 psi points
a failed save, a target takes 4d8 psychic damage and suffers Duration: Concentration, up to 1 minute
turn. On a successful save, a creature takes half as much You disrupt the mind of a creature you can see within range,
damage and does not suffer any further effect from this causing it to lock up. The target must succeed on a Charisma
power. saving throw, or it is paralyzed for the duration. At the end of
Intensify. When you spend extra psi points to manifest this each of its turns, it can repeat the saving throw. On a success,
devotion, the damage increases by 1d8 for every additional this effect ends. On a failure, you can use your reaction to
psi point spent beyond the minimum cost. force the target creature to move up to half its speed as you
desire, even though it is paralyzed.
until the end of your next turn. On a successful save, the Psi Cost: 11 psi points
target takes half as much damage and suffers no further Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this Components: A
devotion, the damage increases by 1d8 for each additional psi Duration: Instantaneous
point spent.
effect.
Psi Cost: 9 psi points
The target must make a Charisma saving throw at the end
Manifesting Time: 1 action
of each of its turns. On a successful save, it is no longer
Range: Touch
stunned by this power.
Components: A
Duration: 1 minute
Microcosm
9th-level telepathy
defenses against mental and psionic effects it may have. The Psi Cost: 13 psi points
frightened, or immunity to enchantment, telepathy, divination, When you manifest this power, you forcefully induce
or clairsentience effects, ends early (including mind blank, catatonia, isolating consciousness. You can choose to target
veiled psyche, and similar effects). either a single creature or any number of creatures you can
If the affected creature is benefiting from a permanent see within range. The targeted creatures suffer one of the
trait, feature, or magical effect that grants resistance or effects detailed below, depending on the number of targets.
immunity to psychic damage or advantage against or Single Target. If the target has 100 hit points or fewer, its
immunity to being charmed or frightened, those defenses consciousness is completely cut off from the real world. It
cease to function for 1 minute. At the end of each of its turns, perceives an imaginary landscape and creatures, but in
a creature whose permanent defenses are being suppressed reality it falls prone, is incapacitated, and can’t move or speak
in this way can repeat the saving throw, ending the effect on intelligibly.
itself on a success. Multiple Targets. Any target that has 30 hit points or
fewer, up to a maximum of 300 hit points worth of creatures
Crush Psyche (affecting creatures with the lowest hit points first), suffers a
7th-level telepathy
shared catatonic state. All affected creatures can perceive
Psychic Focus. While focused on this discipline, you Manifesting Time: 1 action
charge one weapon you carry, or your unarmed attacks, with Range: Self (15-foot radius)
bonus to attack rolls and damage rolls. If you use this option Duration: Concentration, up to 10 minutes
discipline’s bonuses, whichever is higher. You create dozens of floating energy blades and send them
whizzing about you in a ring. The ring of blades is 10 feet
Psychic Strike high and can have a radius up to 15 feet (5 feet minimum).
1st-level psychokinesis
The ring moves with you, remaining centered on you.
Whenever a creature enters the ring’s space for the first
Psi Cost: 2 psi points
time on a turn or starts its turn there, you may choose for it to
Manifesting Time: 1 reaction
be affected by the blades. If it is so affected, the creature must
Range: Self
make a Dexterity saving throw. On a failed save, the creature
Components: O
takes 3d8 psychic damage. On a successful save, the creature
Duration: Instantaneous
takes half as much damage.
As a bonus action on your turn, you may contract or
When you deal damage with a melee weapon or unarmed expand the ring’s radius to be anywhere within the above
strike, you may manifest this power as a reaction to increase limits. Moving the ring this way onto a creature does not
the damage your attack would deal by 2d8 and change all of damage it until it starts its turn in the ring’s space, as above.
its damage to psychic damage. Intensify. When you spend extra psi points to manifest this
Intensify. When you spend extra psi points to manifest this devotion, the damage increases by 1d8 for every additional
devotion, the damage increases by an extra 1d8 for every psi point spent beyond the minimum cost.
additional psi point spent beyond the minimum cost. You
cannot intensify this power to higher than 5th level. Launching strike
4th-level psychokinesis
Energy Blade
2nd-level psychokinesis
Psi Cost: 6 psi points
Manifesting Time: 1 action
Range: Self
Duration: Instantaneous
Components: O
Duration: Instantaneous
You hurl a weapon away from you and make a melee weapon
attack with it against every creature in a 60-foot long 5-foot
You transform a weapon or unarmed attack into a semi-solid wide line extending from you in any direction you choose. You
state of energy. The next attack you make before the end of make a single attack roll and compare it to each creature's AC
your next turn ignores the target’s armor, requiring no attack individually. If the attack hits a creature, it deals normal
roll. Instead, the target makes a Dexterity saving throw damage for the weapon attack plus an additional 4d8 force
against your power save DC. On a failed save, the target takes damage.
the attack’s damage and effects as if you successfully hit it When your weapon reaches the end of the line or strikes a
with a melee attack. On a successful save, the target takes solid surface other than a creature the weapon returns to
half the damage you would have inflicted, as if you your hand.
successfully hit it with a melee attack, but suffers no
additional effects (if any). Bladestorm
5th-level psychoportation
Duodimensional Blade
Manifesting Time: 1 action
Range: Self
Duration: Instantaneous
Components: O
You form a battering ram of pure kinetic force and send it Psi Cost: 3 psi point
plowing away from you in a line 30 feet long and 5 feet wide. Manifesting Time: 1 action
Each creature in the area must make a Strength saving Range: 60 feet
throw, taking 2d6 force damage and being knocked prone on Components: A
a failed save, or half as much damage on a successful one. Duration: Concentration, up to 1 minute
devotion, the damage increases by 1d6 for every additional You seize a creature you can see within range and hold it fast
psi point spent beyond the minimum cost. with telekinetic force. The target must succeed on a Strength
Telekinetic Push saving throw or be grappled by you until your concentration
1st-level psychokinesis
ends or until the target leaves your reach, which is 60 feet for
this grapple.
Psi Cost: 2 psi point
The grappled target can escape by succeeding on a
Manifesting Time: 1 action
Strength (Athletics) or Dexterity (Acrobatics) check contested
Range: Self (30-foot line)
by your psionic ability plus your proficiency bonus. When a
Components: O
target attempts to escape in this way, you can spend
Duration: Instantaneous
additional psi points to gain a +1 bonus per psi point spent on
your check.
You blast one creature you can see within range away from While a target is grappled in this manner, you can create
you with a psychic thrust. The target must make a Strength one of the following effects as an action, spending the
saving throw. On a failed save, it takes 2d8 force damage and indicated number of additional psi points (obeying your psi
is pushed 5 feet in a straight line away from you. On a limit each time you create an effect):
successful save, it takes half as much damage and is not Crush (1 - 13 psi). The target takes 1d6 force damage per
moved. psi point spent.
Intensify. When you spend extra psi points to manifest this Move (1 - 13 psi). You move the target up to 5 feet per psi
devotion, for each additional psi point spent beyond the point spent. You can move it in the air and hold it there. It
minimum cost the damage increases by 1d8 and the distance falls if the grapple ends.
the target is pushed increases by 5 feet. Dissipate
Psychic Grasp 3rd-level psychokinesis
2nd-level psychokinesis
Range: 60 feet
Components: A
Components: O
Duration: Instantaneous
Components: O
Duration: Instantaneous
Psi Cost: 7 psi points
Manifesting Time: 1 action
attempt to negate their magic or psionic power and stop it Duration: Concentration, up to 1 minute
talent or Cantrip, the casting fails. If the target is manifesting You telekinetically seize a creature you can see in range and
a psionic or magic power of a level equal to this power’s level force its limbs to move with brute mental force. The target
or lower, the manifesting fails. If the target is manifesting a must succeed on a Strength saving throw, or you gain control
power or spell of a level higher than this power’s level, make a of it, allowing you to decide its movement and actions on its
psionic ability check. The DC of this check equals 10 + the turns while you concentrate.
power level of the target's power or spell. On a success, the Due to your crude method of control, the target’s speed is
target’s power or spell fails to manifest. halved for its turn and, if you force it to take any action that
Intensify. When you spend extra psi points to manifest this requires an ability check or attack roll, the target has
devotion, this devotion’s power level increases by a level equal disadvantage on the check or roll. You cannot force the target
to every power level worth of psi points spent. to start or stop breathing, or force it to speak, cast spells, or
take purely mental actions such as manifesting psionic
Shatter Invisibility powers.
3rd-level psychokinesis
At the end of each of its turns, the target can make another
Strength saving throw. On a success, your control of the
Psi Cost: 5 psi points
target’s body ends.
Manifesting Time: 1 action
Components: A
Psychic Static
Duration: Instantaneous
You forge an indomitable field of psionic energy around your
mind allowing you to bend others to your will.
From your brow, a wave of attenuated force bursts out and Psychic Focus. While you focus on this discipline, you
disrupts all magic in range that veils sight. The duration of a have advantage on Charisma ability checks.
magical effect that turns a creature invisible ends on a
creature if that creature fails a Dexterity saving throw and if Empathic Projection
that magic effect is of an equal or lower level than this power. 1st-level telepathy
have a level (including creatures with natural invisibility such Psi Cost: 2 psi points
as the invisible stalker) and fails its saving throw is instead Manifesting Time: 1 action
Duration: 1 hour
Telekinetic Wave
4th-level psychokinesis
You use your telepathic field to create a positive disposition
and implant it into one humanoid creature you can see within
Psi Cost: 6 psi points
range. The target must make a Wisdom saving throw, and
Manifesting Time: 1 action
does so with advantage if you or your companions are
Range: Self (40-foot cone)
fighting it.
Components: O
If it fails the saving throw, it is charmed by you until the
Duration: Instantaneous
power ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a friendly
You send forth visible waves of crushing telekinetic force acquaintance. When the power ends, the creature knows it
from your brow, extending out into this devotion’s area. was charmed by you.
Range: 60 feet
Components: A
Psi Cost: 3 psi points
Duration: 1 minute
Manifesting Time: 1 action
Range: 60 feet
You target up to two creatures you can see within range and Components: A
cloak them in psychically imposed sympathy toward you. At Duration: Concentration, up to 1 minute
saving throw. On a failure, the target is unable to harm you You cast a telepathic field wide and become sensitive to the
with an attack or effect until the start of its next turn, forcing intention to do you harm. While you concentrate, you know
it to target other creatures and place areas of effect carefully the direction of the nearest creature hostile to you within the
to avoid you. On a success, this power’s effect ends on the area, but not its distance from you. You can sense the
target. If you take any violent action against the target, such presence of hostile creatures that are ethereal, invisible,
as attacking it or affecting it with a harmful power or spell, disguised, or hidden, as well as those in plain sight.
the effect on the target immediately ends.
Intensify. When you spend extra psi points to manifest this Ensnaring Ennui
devotion, you may target 1 additional creature you can see 2nd-level telepathy
within range for every additional psi point spent beyond the
Range: 60 feet
Range: 60 feet
Components: A
Components: A
Duration: Instantaneous
Duration: Concentration, up to 10 minutes
than the one it has been incited against. The save Psi Cost: 5 psi points
charmed. On a successful save, the creature is unaffected, Range: Self (30-foot radius)
Savage Presence
2nd-level telepathy
You create a field of protective psychic energy. Choose any
number of creatures within 30 feet of you. Until your
Psi Cost: 3 psi points
concentration ends, each target has resistance to psychic
Manifesting Time: 1 action
damage and advantage on Intelligence, Wisdom, and
Range: 60 feet Charisma saving throws.
Components: O
bloodlust. Until your concentration ends, you and any Psi Cost: 5 psi points
creature within 60 feet of you has advantage on melee attack Manifesting Time: 1 action
rolls. You can only voluntarily end your concentration on this Range: 90 feet
power if you begin concentrating on another effect; your Components: None
instilled bloodlust is too strong to deny on a mere whim. Duration: Concentration, up to 1 minute
Unsettling Presence You incite stark, raving panic in up to 8 creatures you can see
2nd-level telepathy
within range. For the duration, each target must make a
Wisdom saving throw at the start of its turn. On a failed save,
Psi Cost: 3 psi points
the target is frightened until the start of its next turn. Roll a
Manifesting Time: 1 reaction
die for each frightened target. If you roll an odd number, that
Range: 60 feet target moves half its speed in a random direction and takes
Components: O
no action on that turn, other than to scream in terror. If you
Duration: Concentration, up to 1 hour
roll an even number, the frightened target makes one melee
attack against a random creature within its reach. If there is
You create a telepathic field and emanate waves of disquiet no such creature, the target moves half its speed in a random
and repulsion. Until your concentration ends, any creature direction and takes no action on that turn. This effect ends on
you choose within 60 feet of you that can see you must spend a target if it succeeds on three saving throws against it.
1 extra foot of movement for every foot it moves towards you.
A creature ignores this effect if it cannot be frightened. Psychosomatic Feedback
4th-level telepathy
Consuming Rage
3rd-level telepathy
Psi Cost: 6 psi points
Manifesting Time: 1 action
Components: O
creature in the area deals damage to you, it automatically Psi Cost: 9 psi points
takes 7 psychic damage, ignoring all resistances and Manifesting Time: 1 action
devotion, the damage increases by 1 for each additional psi You form your telepathic field into a spike of concentrated
point spent beyond the minimum cost. madness and ram it into one creature you can see within
range, attempting to drive it permanently insane. If the target
Mass Hysteria has an Intelligence score of 4 or higher, it must make a
5th-level telepathy
Wisdom saving throw. On a successful save, the creature isn’t
affected.
Psi Cost: 7 psi points
On a failed save, maddening whispers and visions fill the
Manifesting Time: 1 action
creature’s mind. The target can’t take reactions and must roll
Range: 60 feet a d10 at the start of each of its turns to determine its behavior
Components: A
for that turn.
Duration: Concentration, up to 1 minute
1d10 Behavior
You choose up to six creatures that you can see within range, 1 The creature uses all its movement to move in a
and induce a horrific, shared hallucination in each of them. random direction. To determine the direction, roll a
Each target must make an Intelligence saving throw. On a d8 and assign a direction to each die face. The
failed save, a target takes 8d6 psychic damage and is creature doesn’t take an action this turn.
frightened for the duration. On a successful save, a target 2–6 The creature doesn’t move or take actions this turn.
takes half as much damage and is not frightened. 7–8 The creature uses its action to make a melee attack
While frightened by this devotion, a target’s speed is against a randomly determined creature within its
reduced to 0, and the target can use its action, and any bonus reach. If there is no creature within its reach, the
action it might have, only to make melee attacks. The creature does nothing this turn.
frightened target can repeat the saving throw at the end of 9–10 The creature can act and move normally.
each of its turns, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this A creature affected by this power must make another
devotion, the damage increases by 1d6 for each additional psi Wisdom saving throw at the end of each of its turns. If it
point spent beyond the minimum cost. successfully saves against this power three times, the effect
Paranoid Delusions ends. If it fails its save three times, it becomes comatose,
5th-level telepathy
subjected to the paralyzed condition for the power’s duration.
this devotion. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Psi Cost: 10 psi points
Duration: Instantaneous
Components: A, O
Components: A, O
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You feed on the psyche of a creature that you can see within You touch a creature and inundate them with imperfect
range, gaining power by draining its mental faculties. The understanding of several possible futures. The target must
target must succeed on a Charisma saving throw or its succeed on an Intelligence saving throw or be overwhelmed
Intelligence and Charisma scores become 1. You increase for as long as you concentrate. While overwhelmed, the target
your current and maximum hit points by 1 for every point of has disadvantage on ability checks and attack rolls, and its
Intelligence or Charisma the target creature lost. This speed is halved.
increase lasts until you finish a long rest.
If the target fails its saving throw, it can’t cast spells, Discern Moods
manifest powers, activate magic items, understand language, 1st-level clairsentience
identify its friends, follow them, and even protect them. Psi Cost: 2 psi points
At the end of every 30 days, the creature can repeat its Manifesting Time: 1 reaction
saving throw against this power. If it succeeds on its saving Range: Self
This power’s effect on a target can also be ended by greater Duration: Instantaneous
an intensified revitalization. You briefly perceive the emotions of others as distinct colors.
You learn a one-word summary of the emotional state of up to
Affinity Field six creatures you can see (such as happy, confused, afraid, or
9th-level telepathy
violent).
Components: None
Psi Cost: 2 psi point
Range: Self
psychic sympathy. For the duration, whenever you take Duration: Instantaneous
the same amount of damage. You meditate on the location of one creature. In order to
Additionally, whenever you are targeted by or are in the target a creature with this devotion, you must have seen the
area of a spell or power of 5th level or lower, all creatures creature firsthand or have received a first-hand description or
inside your affinity field are treated as though they were likeness of them.
targeted or were in the area of the same effect, receiving their A disguise, whether mundane or magical, foils this power if
own saving throws if applicable. The effects of non- you have not seen past the disguise first-hand. If you have a
instantaneous spells or powers transferred to targets this way valid target, you gain an understanding of where the target is
end when the affinity field ends, regardless of whether the in the cosmos. You learn the region, city, town, village, and
spell or power’s normal duration is longer. district where it is, pinpointing an area between 1 and 3
miles on a side (DM’s choice). If the creature is on another
plane of existence, you instead learn which plane.
knowledge of which plane of existence you are currently on. Psi Cost: 2 psi points
1st-level clairsentience
Components: O
Duration: 1 hour
Psychometric Touch
You open your mind to receive momentary insights from the 2nd-level clairsentience
concentration ends, whenever you make an attack roll, saving Psi Cost: 3 psi points
throw, or ability check, you roll a d4 and add it to the total. Manifesting Time: 1 action
Intensify. If you spend 7 extra psi points beyond the Range: Touch
6th-level power, and you roll 2d4 instead of a d4 for this Duration: Concentration, up to 10 minutes
power’s effect.
You read the aura of one object you touch while you
Self-Actualization concentrate. If you maintain contact with the object for the
1st-level clairsentience
complete duration, you learn a fact about the object. Choose
Sudden Intuition
1st-level clairsentience
Psi Cost: 3 psi points
Range: Self
Duration: Concentration, up to 1 minute
Components: None
Duration: Instantaneous
You or a willing creature you touch gain the ability to perceive
3rd-level clairsentience
Range: Touch
Components: A
might have. During this time, you are deaf and blind with
As an action, and if the target is willing, you can reverse Manifesting Time: 1 action
this link so the target sees through your eyes and hears what Range: Self (60-foot radius)
Intensify. If you spend 2 extra psi points beyond the Duration: Concentration, up to 1 hour
devotion as a 5th level power, and the target of the power You subtly attune your vision to detect the presence of
does not need to be willing, either for the initial manifestation invisible magic eyes, projections, or sensors that might be
or the reversing of its effects as an action. If the target is not viewing the area (for example, the effects created by arcane
willing, it must make a Wisdom saving throw. On a success, eye, clairvoyance, scrying, or thought projection). You
the power fails. On a failure, the unwilling target is affected, recognize whether the effect is an eye, sensor, or projection,
but may repeat the saving throw at the end of each of its but gain no further knowledge about it (such as the effect that
turns for the duration of the power, ending it on a success. created it, or who created it). The creator of the effect does
not inherently know that you have detected it, but may realize
Third Eye you have depending on your actions after discovering it.
3rd-level clairsentience
Range: Touch
Components: O
4th-level clairsentience
Manifesting Time: 10 minutes
Range: Self
Range: 60 feet
Components: A
You can see and hear a particular creature you choose that is
Duration: Concentration, up to 1 hour
on the same plane of existence as you. The target must make
Range: 60 feet
Range: Touch
Components: O
Components: None
You open your mind to the future, and impart vital knowledge You grant yourself or a willing creature that you touch a sense
to your allies. When you roll initiative, you can manifest this of profound understanding and serenity. For the duration, the
power to grant you and up to 3 creatures of your choice you target can’t be surprised and has advantage on attack rolls,
can see within range a +10 bonus to initiative. Additionally, ability checks, and saving throws. Additionally, other
until your concentration ends, you and affected creatures creatures have disadvantage on attack rolls against the target
can’t be surprised and attack rolls against you and affected for the duration.
creatures can’t gain advantage. If you manifest this power again before its duration
Intensify. When you spend extra psi points to manifest this expires, it immediately ends.
devotion, you may affect one additional creature for every
additional psi points spent beyond the minimum cost. Speed of Thought
Avert Fate You channel psionic power into your body, honing your
7th-level clairsentience
reflexes and agility to an incredible degree. In your eyes, the
world seems to slow down while you continue to move as
Psi Cost: 10 psi points
normal.
Manifesting Time: 1 reaction
Psychic Focus. Your body’s responses to your thoughts
Range: Self
quicken, increasing your walking speed by 10 feet until your
Components: O
focus ends.
Duration: Instantaneous
Additionally, while you focus, you may teleport to your feet
from a prone position once per round on your turn, requiring
You prevent a disaster about to befall you. When you fail a no action and expending none of your movement. Your speed
saving throw, you may manifest this power to succeed on it must not be 0 for you to teleport this way.
instead.
Motion Blur
Hypercognition 1st-level psychoportation
8th-level clairsentience
Psi Cost: 2 psi point
Range: Self
Components: None
Components: None
Duration: Instantaneous
Duration: Instantaneous
Until the end of this turn, you move so quickly that you cause
You make a series of astounding deductions, putting together yourself to turn invisible during any of your movement.
clues, inferences, and logical conclusions from disparate
minutiae, possibly even pulling knowledge directly from the Nomadic Shift
collective unconscious of all living creatures. When you 1st-level psychoportation
DM on any topic. The DM provides the answers that you Psi Cost: 2 psi point
deduce, and must give accurate answers to your questions. Manifesting Time: 1 reaction
you can only deduce them by tapping into information that Components: O
you couldn’t possibly know. In such cases, you must succeed Duration: Instantaneous
collective unconscious. If you are proficient with an You store your potential energy and release it as a burst of
appropriate skill to recall lore (such as Arcana, Religion, or psychoportation.
Nature) and it applies to the answer you seek (DM’s choice), If you have not yet moved on your turn, you may manifest
you may apply double your proficiency bonus to the this devotion to teleport up to 40 feet, and then your speed is
Intelligence check.
2nd-level psychoportation
Components: O
Duration: Instantaneous
You create a temporary imprint of your location in the fabric Nomadic Recall
of reality, and instantaneously return to it. 4th-level psychoportation
teleport up to 40 feet to an unoccupied space you can see and Psi Cost: 6 psi points
then your speed is halved until the end of your turn. At the Manifesting Time: 1 action
end of your turn, you can teleport back to the spot you Range: 120 feet
Nomadic Transposition You fold the fabric of time and space to create a harmless
2nd-level psychoportation
singularity in a 5-foot cube you can see within range. For the
it fails.
3rd-level psychoportation
Range: 60 feet
Components: O
Components: A, O
Manifesting Time: 1 reaction
You fold the fabric of reality and bore a doorway between two Range: Self
points in space. You create a 10-foot cube of dim, gray light Components: None
within 5 feet of you, and an identical cube at any point of your Duration: Instantaneous
choice within 1 mile that you have viewed within the past 24
hours. The cubes last for the duration. Anyone entering one You look into the immediate future and lead your shot. When
of the cubes immediately teleports to the other one, you miss with a ranged weapon attack you may manifest this
appearing in an unoccupied space next to it. The power to repeat the attack roll against the same target.
teleportation fails if there is no space for the creature to
appear in. Synchronized Sight
Intensify. When you spend extra psi points to manifest this 1st-level clairsentience
increased by 1 mile for each additional psi point spent Psi Cost: 2 psi points
Range: 60 feet
Components: A
You infuse your psionic energy into your sight and ranged
weapons with devastating effect. You hone your vision in on one creature within range, and
Psychic Focus. While you focus on this discipline one of link your sight with that of your allies. Until the start of your
your eyes turns a lusterless black, granting you unparalleled next turn, your allies have advantage on attack rolls against
concentration in aiming your ranged attacks. the target creature.
Until your focus ends, any attack roll you make for a ranged Mystic Ammunition
weapon attack ignores disadvantage. If disadvantage would 2nd-level psychoportation
normally apply to the roll, that roll also can’t benefit from
1st-level clairsentience
Range: Self
Components: O
Range: Self
For the duration, whenever you make a ranged attack with a
Components: O
weapon with the ammunition property, you gain the ability to
Duration: Instantaneous
teleport magical ammunition for the attack into your waiting
hand.
You refocus your vision to sense the essential qualities of one This requires no further action beyond making the ranged
creature you can see. You learn all its immunities, weapon attack. The piece of ammunition you summon is
resistances, and vulnerabilities. You also learn the details of appropriate for the weapon you are wielding, but you cannot
any traits that cause specific damage types to hinder or aid it specify a particular piece of ammunition (such as, “an arrow
(such as a troll’s regeneration or a zombie’s undead fortitude). from the quiver of a creature I can see”).
Instead, the ammunition is summoned from the astral
Charged Shot plane. The magical ammunition you summon has a +1 bonus
1st-level psychokinesis
to its attack and damage rolls. Whether your attack hits or
misses, the summoned ammunition teleports away, returning
Psi Cost: 2 psi point
from whence it came.
Manifesting Time: 1 bonus action
Intensify. When you spend extra psi points to manifest this
Range: Touch
devotion, until your concentration ends, each summoned
Components: O, M (a ranged weapon)
piece of ammunition’s bonus to attack and damage rolls
Duration: Instantaneous
increases by +1 for every 2 additional psi points spent beyond
the minimum cost, to a maximum total bonus of +3.
You imbue one ranged weapon you hold with psionic energy.
The next attack you make with it that hits before the end of
your next turn deals an extra 1d10 psychic damage.
DARK SUN | PSIONICS
164
Seeking Shot
2nd-level psychokinesis
Verve
You exert your will over your body granting you toughness
Psi Cost: 3 psi points
and resilience on the battlefield.
Manifesting Time: A ranged weapon attack
Psychic Focus. While you focus on this discipline, you are
Range: Touch
energized and briefly glow as you intone a low hum that
Components: A
reverberates through your body.
Duration: Instantaneous
Until your focus ends, you don’t need to eat, breathe, or
Intelligence score of 4 or higher, your attack ignores half Psi Cost: 2 psi point
cover and three-quarters cover. Additionally, against such a Manifesting Time: 1 reaction
target, your fired ammunition can make one turn of up to 90 Range: Self
around a corner, or over a wall) provided that you are aware Duration: Instantaneous
Acclimatize
You enhance your combat senses, allowing you to exploit 1st-level psychometabolism
manifesting time of this devotion, you either take the Psi Cost: 2 psi points
Disengage action or make one ranged weapon attack. Manifesting Time: 1 action
Range: Touch
3rd-level psychokinesis
Duration: 1 hour
Duration: Instantaneous
Body Adjustment
1st-level psychometabolism
creature it hits in a line that is 5-feet wide and as long as the Psi Cost: 2 psi point
maximum range of the ranged weapon you are currently Manifesting Time: 1 action
wielding. If you are not wielding a ranged weapon when you Range: Self
When you manifest this power, you make one ranged Duration: Instantaneous
every creature in the line, scoring a hit against all creatures You send a reverberating surge of vitalizing energy
whose AC is equal to or less than the result of your attack throughout your body. You regain a number of hit points
roll. Creatures that you hit take force damage equal 2d8 + equal to 10 + your psionic ability modifier.
your weapon’s damage for a normal ranged weapon attack. Intensify. When you spend extra psi points to manifest this
Creatures that you miss take half as much damage. devotion, the amount of hit points you regain increases by 5
Intensify. When you spend extra psi points to manifest this hit points for each additional psi point spent beyond the
devotion, the force damage increases by 1d8 for every 1 minimum cost.
additional psi points spent beyond the minimum cost.
Range: Self
Range: Self
Components: A, O
Components: O
Duration: 10 minutes
Duration: Instantaneous
You adjust your body’s density to be dynamically buoyant. You rapidly but briefly increase your mobility and reflexes.
Whenever you fall during this power’s duration, your rate of Until the end of your current turn, all movement speeds you
descent slows to 60 feet per round. If you land before the have increase by 20 feet, and you don’t provoke opportunity
power ends, you take no falling damage and can land on your attacks.
feet. Intensify. When you spend extra psi points to manifest this
Intensify. If you spend 3 additional psi points when devotion, until the end of your current turn, your movement
manifesting this devotion beyond its minimum cost, you speeds increase by an additional 10 feet for each additional
manifest it as a 3rd level power, and for the duration you can psi point spent.
walk on water, quicksand, or a fragile solid surface (like a
1st-level psychometabolism
Manifesting Time: 1 action
Range: Self (15-foot cone)
Range: Self
Components: O
You briefly but exponentially increase the density of your
Duration: Instantaneous
body and stomp the ground, sending out a shockwave that
sweeps from you along the ground in a 15-foot cone. Each
You harness the intensity of your will to shrug off attacks that creature standing on the ground in the area must make a
would cripple weaker minds and bodies. Choose Constitution saving throw.
bludgeoning, piercing, or slashing damage. On a failed save, a creature takes 2d8 force damage and is
You gain resistance to the chosen damage type until the knocked prone. On a successful save, the creature takes half
end of your next turn. as much damage and isn’t knocked prone.
Intensify. If you spend 5 additional psi points when Intensify. When you spend extra psi points to manifest this
manifesting this devotion beyond its minimum cost, you devotion, the damage increases by 1d8 for every 1 additional
manifest it as a 5th level power and you gain resistance to the psi points spent beyond the minimum cost.
chosen damage type for as long as you concentrate on this
devotion, for up to 1 hour. Instinctive Adaptation
2nd-level psychometabolism
Psionic Leap
1st-level psychometabolism
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self
Duration: Instantaneous
Components: None
Duration: Instantaneous
When a creature you can see within range takes acid, cold,
fire, lightning, or thunder damage, you may manifest this
As part of your movement on your turn, you can fly 40 feet. If devotion to grant the target creature resistance to the
you end this flight in the air, you fall unless something else triggering damage type until the end of their next turn. This
holds you aloft. power is manifested quickly enough that the resistance it
Intensify. When you spend extra psi points to manifest this grants applies to the triggering damage.
devotion, your flying speed increases by 20 feet for each
additional psi point spent beyond the minimum cost.
Range: Self
Body Rejuvenation
Components: O
6th-level psychometabolism
You assert the power of your own mind over any base matter Manifesting Time: 1 action
that tries to harm you. Until your concentration ends, you Range: Self
you regain 1 hit point at the start of each of your turns (10 hit
Psi Cost: 6 psi points
points each minute).
Manifesting Time: 1 action
Your severed body members (fingers, legs, tails, and so on),
Range: Touch
if any, are restored after 2 minutes. If you have the severed
Components: A
part and hold it to the stump, the power instantaneously
Duration: Concentration, up to 1 minute
causes the limb to knit to the stump.
You unlock the potential in yourself or a creature you touch. Suspend Life
The target gains 30 temporary hit points. In addition, for the 7th-level psychometabolism
check, attack roll, or a saving throw, the target can roll a d6 Psi Cost: 10 psi points
and add the number rolled to the ability check, attack roll, or Manifesting Time: 1 action
saving throw. Any remaining temporary hit points granted by Range: Self
Assimilate
5th-level psychometabolism
You descend into a meditative trance so deep your body
but are dazed until the end of your next turn. While dazed, Psi Cost: 13 psi points
you have disadvantage on all attack rolls, ability checks, and Manifesting Time: 1 reaction
Strength and Dexterity saving throws, and your speed is Range: Self
halved. Components: A, O
Duration: 1 round
Fusion
8th-level psychometabolism
You instantly affix the perfect version of yourself in your mind
and deny all deviations from that self. You may manifest this
Psi Cost: 11 psi points
power in response to any action, and it manifests quickly
Manifesting Time: 1 action
enough to apply its effects to you before the triggering action.
Range: Touch
When you manifest this power, your hit point total returns to
Components: A, O
its maximum. Additionally, until the end of your next turn, you
Duration: 1 minute
are immune to all damage, conditions, and effects other
creatures try to inflict or impose upon you.
You and one willing Medium or smaller humanoid you touch
fuse together into one creature (you cannot fuse with an
already fused creature). The fused creature is a Medium
humanoid that replaces you in your space. It has two actions
each round, but one action can only involve purely mental
activity, such as casting a spell with no components or
manifesting a psionic power. You control all of the fused
creature’s actions, but you can relinquish control to the other
creature comprising the fused being at any time without
using an action. If you relinquish control of the fused being,
you cannot regain it until the other creature relinquishes it
back to you.
The fused creature’s current and maximum hit point total
is equal to the sum of both creature’s respective hit point
totals. It has access to all racial and class features of both
creatures (including proficiencies, spell slots available, psi
point reserves, spells prepared, cantrips, spells and devotions
known, etc.).
The fused creature uses the higher of either creature’s
bonuses for any given attack roll, ability check, or saving
throw, and has the higher of either creature’s score in every
ability score.
When the fused creature comes into being, you decide
what equipment you and the other creature are wearing is
subsumed into the fused creature’s form, and what
equipment remains usable. The fused creature has a regular
humanoid body plan, so it can only accommodate as much
gear as a normal humanoid could (one set of armor, two
hands to hold or wield items, etc.) When the power ends, the
fused creature separates back into you and the original
creature you touched. The other creature appears in an
unoccupied space adjacent to yours. If no unoccupied space
is available, the creature is immediately shunted to the
nearest space that it can occupy and takes force damage
equal to twice the number of feet it is moved.
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