D&D Dark Sun 5th Edition - 7 - Psionics

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Psionic powers come in three forms: devotions, psychic focuses, and talents. They have different rules than spells regarding schools of magic, components, and duration.

Talents are cantrips that cost no psionic points, devotions are psionic effects the psionicist has mastered, and psychic focuses are benefits maintained through focus.

The psionic schools are: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy.

Chapter 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.
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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.

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Psionic Discipline Trees
This section presents an alphabetical list of all psionic disciplines. Below each discipline, their devotions are listed by power level.

Disciplines 4th Level Ectoplasm Inertial


Psychic Defibrillation Manipulation
1st-Level
Aura Beacon
Ectobolt 1st Level
5th Level
1st Level Ectoplasmic Repair Urgent Charge
Vitality Transfer Field
Aura of Charm Spectral Steps Urgent Movement
Aura of Comfort Battle Trance Spectral Wall
Aura of Fury 1st Level 2nd Level
Aura of Victory 2nd Level Decelerate
Brute Strike
Aura Sight Spectral Web Inertial Armor
Enmity Feedback
Harness Hostility Inertial Barrier
2nd Level 3rd Level Urgent Violence
Launching Strike
Aura of Jubilation Ectoplasmic Body
2nd Level 3rd Level
3rd Level 4th Level Accelerate
Psychokinetic Weapon
Aura Beam Spectral Shell Gravitic Field
3rd Level Tactical Aura
4th Level 5th Level
Melee Combat Prescience
Aura of Malice Spectral Mist 4th Level
Deceive Senses Imbue Psicrystal Inertial Nullification
5th Level 1st Level
Aura of Awe 1st Level 5th Level
Deja Vu
Fortify Psicrystal Gravitic Spike
Harassing Figment
6th Level Personality Shard
Psychic Reformation
Psychosomatic Haze Kinesis
Tunnel Vision
2nd Level 1st Level
7th Level Crystal Flechette Cold Snap
2nd Level
Aura Burst Pyrokinesis
Obscure
3rd Level Synaptic Arc
Phantom Menace
8th Level Project Eidolon
Genesis 3rd Level 2nd Level
4th Level Cryo Wave
Crisis of Breath
9th Level Crystal Spray Pyrokinetic Detonation
Reality Revision 4th Level Ultrasonic Tone
5th Level
Autonomous Covetous Urge
Solicit Psicrystal 3rd Level
Vitality 5th Level Energy Wave
1st Level 6th-Level Polar Vortex
Vanishing
Crystal Burst Synaptic Leap
Vital Surge
6th Level
2nd-Level 7th Level 4th Level
Chastise Remote Viewing
Mind Palace Cryo Barrier
Autonomic Restoration
Psychic Powers 7th Level Immolate Self
8th Level Noise Barrier
Soothing Impulse Veil Psyche
Sow Psicrystal
Vitality Transfer
8th Level 5th Level
3rd Level 9th Level Synaptic Web
Crisis of Life
Crystallize Ultrasonic Boom
Beacon of Recovery
Revitalization 9th Level

Share Pain
Mesmerizing Voice

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Mindlink Mystic 3rd Level Psionic Weapon
1st Level Displacement Breath of the Dragon
1st Level
Metamorphosis
Compel Confession 1st Level Psychic Strike
Courageous Recall Baleful Displacement 4th Level
Mental Inquisition Mystic Traveler 2nd Level
Truevenom
Metaconcert Energy Blade
Mislead 2nd Level 5th Level
Telepathic Slap Dissipating Touch 3rd Level
True Metabolism
Duodimensional Blade
2nd Level 3rd Level Psionic Assault Ring of Blades
Missive Temporal Shunt 1st Level
Read Thoughts 4th Level
Disconcerting Lash
4th Level Blade Sling
Implant Beacon
3rd Level Immovability Psionic Blast
Absolute Terror Mystic Anchor 5th Level
Anger Impulse Bladestorm

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

Psychic Chirurgery Diminutive Form

Venomous Spit 8th Level

Mental Shutdown
2nd Level

Corrosive Sting

9th Level
Titanic Form

Microcosm

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Psychic Static Sixth Sense 9th Level Verve
Perfect Clarity
1st Level 1st Level 1st Level
Empathic Projection Destiny Dissonance Speed of Thought Ablative Hide
Empathic Shield Discern Moods Acclimatize
1st Level
Fearful Recall Discern Position Body Adjustment
Motion Blur Body Equilibrium
Incite Fury Precognition
Nomadic Shift
Self-Actualization Iron Endurance
2nd Level Sudden Intuition Psionic Leap
2nd Level
Discern Hostile Intent Touchsight Quick Burst
Nomadic Slingshot
Ensnaring Ennui Umbra Sight Stomp
Nomadic Transposition
Fighting Words
Savage Presence 2nd Level 2nd Level
3rd Level Instinctive Adaptation
Unsettling Presence Psychometric Touch
Baleful Transposition
3rd Level Sudden Step 3rd Level
3rd Level
Intellect Fortress Destiny Deluge Energy Adaptation
4th Level
Pandemonium Sense Link
Nomadic Recall 4th Level
Consuming Rage Third Eye
Nomadic Travel Mind Over Matter
Xenoglossy
4th Level Realized Potential
5th Level
Psychosomatic Feedback 4th Level
Nomadic Doorway 5th Level
Discern Remote Viewing
5th Level Discern Teleport True Shot Assimilate
Mass Hysteria Thought Projection
1st Level 6th Level
Paranoid Delusions
5th Level Assess Foe Body Rejuvenation
Psychometric Sense Charged Shot
6th Level
Remote Projection Prescient Shot 7th Level
Insanity
Synchronized Sight Suspend Life
7th Level 6th Level
Prescient Warning
2nd Level 8th Level
Mindflame
Mystic Ammunition Fusion
7th Level Seeking Shot
8th Level
Psychic Siphon Avert Fate 9th Level
3rd Level Impervious Self

8th Level Ranged Combat Prescience


9th Level
Hypercognition Impaling Shot
Affinity Field

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Roll Talent
Wild Talents 85-88 Psychoportive Strike
Every character begins the game with the ability to manifest 89-92 Soothing Aura
some psionics. You pick or roll for two psionic talents. In
addition, you can roll to determine the discipline your 1st 93-96 Teleport Object
level psionic devotion is in or pick it from the list of powers. 97-100 Thought Spear
Talents are described below in more detail below. It should
be noted that characters with the adamant or lurk subclass Roll 1d20 and consult the table below to determine the
and the empath and psion class note how wild talents are discipline your 1st level power is in. Choose one 1st level
dealt with in each class or subclass. power in that discipline.
Wild talents can further enhance their psionic abilities by
taking the Unlocked Potential feat. Roll Discipline
1 Aura Beacon
Psionic Ability 2 Autonomous Vitality
Unlike psions, who always use Intelligence as their psionic
ability, or empaths who always use Wisdom as their psionic 3 Battle Trance
ability, wild talents can choose Intelligence, Wisdom, or 4 Deceive Senses
Charisma to be the ability score that determines their psionic 5 Ectoplasm
attack modifier and psionic save DC. Note that wild talents
who later take levels in the empath or psion class must use 6 Imbue Psicrystal
the noted ability score in that class. 7 Inertial Manipulation
Discipline Save DC = 8 + your proficiency bonus +
8 Kinesis
your ability modifier. 9 Mindlink
Discipline Attack Modifier = your proficiency bonus +

your ability modifier. 10 Mystic Displacement


11 Primal Metabolism
Wild Talent 12 Psionic Assault
Roll 1d100 twice ignoring duplicates and consult the table
below to determine your wild
talents. 13 Psionic Weapon
Roll Talent 14 Psychic Hammer
1-4 Ballistic Attack 15 Psychic Static
5-8 Beacon 16 Sixth Sense
9-12 Blade Meld 17 Speed of Thought
13-16 Blind Spot 18 True Shot
17-20 Claw Growth 19 Verve
21-24 Control Light & Sound 20 Roll again ignoring 20 and gain Unlocked Potential
25-28 Delusion
29-32 Distract Psionic Talents
33-36 Ectoplasmic Object A psionic talent is a psychic ability that requires
psionic
aptitude but doesn’t drain a mystic’s
psionic energy. Talents
37-40 Elemental Burst are similar to disciplines
and use the same rules, but with
41-44 Energy Ray three important
exceptions:
45-48 Inertial Transference Talents don’t require you to spend psi points to use them.
49-52 Light Step Talents aren’t linked to psionic orders.
53-56 Mind Meld Ballistic Attack
57-60 Mind Thrust Psychokinesis cantrip

61-64 Mindblade
Casting Time: 1 action

Range: 90 feet

65-68 Mystic Hand Components: O

69-72 Poison Cloud Duration: Instantaneous

73-76 Psicrystal Choose an object weighing up to 5 pounds within 90 feet


77-80 Psychic Strike that isn’t being worn or carried by another creature. As an
81-84 Psychokinetic Strike action the object flies in a straight line within range in a
direction you choose before falling to the ground, stopping
early if it impacts against a solid surface.
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If the object would strike a creature, make a ranged power Claw Growth
attack against that creature. On a hit the object strikes the Psychometabolism cantrip

target and they take 1d8 damage. The damage type is either Casting Time: 1 action

bludgeoning, piercing, or slashing, depending on the type of Range: self

object thrown. Components: None

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

light can be colored as you like. Components: O

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

a creature you can see in range. Range: 30 feet

The target must succeed on a Wisdom saving throw, or you Components: A

are invisible to it until the end of your next turn or until you Duration: Instantaneous

take an action. If you take an action, your invisibility ends

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.

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118
Distract Energy Ray
Telepathy cantrip
Psychokinesis cantrip

Casting Time: 1 bonus action


Casting Time: 1 action

Range: 60 feet
Range: 90 feet

Components: A
Components: A, O

Duration: Concentration, up to 1 minute


Duration: Instantaneous

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

Duration: Concentration, up to 1 minute


Casting Time: 1 bonus action

Range: Self (30-foot radius)

You pull matter from the astral plane to create objects you Components: A

imagine. Duration: Instantaneous

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

a complex object, such as a crossbow or clockwork device, Range: Self

but it does not function. Components: A

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

to leap from the target to a different creature of your choice Components: A

that you can see within 5 feet of it. The second creature takes Duration: Instantaneous

either cold, fire, lightning, or thunder (your choice) damage

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.

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You can allow a creature to respond to you telepathically, but The hand can't attack, activate magical items, or carry
it must understand at least one language in order to more than 10 pounds.
communicate this way. This ability to communicate lasts until
the start of your next turn. You, can only communicate with Poison Cloud
the target while it remains in range. Psychometabolism cantrip

Casting Time: 1 action

Mind Thrust Range: Self (10 feet)

Telepathy cantrip
Components: None

Casting Time: 1 action


Duration: Instantaneous
Range: 60 feet

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

Casting Time: 1 bonus action


Range: Touch

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.

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Psychic Strike Soothing Aura
Telepathy cantrip
Psychometabolism cantrip

Casting time: 1 Action


Casting Time: 1 bonus action

Range: Self (5-foot radius)


Range: Self (60-foot radius)

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

17th level (3d8). Range: 30-foot radius

Components: A

Psychokinetic Strike Duration: Instantaneous

Psychokinesis cantrip

Casting time: 1 Action


With an audible thrum, you extend your senses out around
Range: Self (5-foot radius)
you, reaching through the fold of space to manipulate objects.
Components: O, M (a weapon)
You can use your bonus action to teleport a loose object
Duration: Instantaneous
you can see within 30 feet of you to another location within

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

11th level (2d8) and 17th level (3d8). Range: 30 feet

Components: O

Psychoportive Strike Duration: Instantaneous

Psychoportation cantrip

Casting time: 1 Action


You can use your action to target one creature you can see
Range: Self (5-foot radius)
within range with a spear of translucent telekinetic energy.
Components: O, M (a weapon)
The target must succeed on a Constitution saving throw or
Duration: Instantaneous
take 1d6 points of force damage and be knocked prone.

This cantrip’s damage increases by 1d6 when you reach


You brandish the weapon used in the power’s casting and 5th level (2d6), 11th level (3d6), and 17th level (4d6).
make a melee attack with it against one creature within 5 feet
of you.
On a hit, the target suffers the weapon attack’s normal
effects, and you teleport to an unoccupied space of your
choice within 10 feet of you. If you teleport to a space within
5 feet of the target, the target cannot take reactions until the
end of its next turn.
This power’s damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d6 force
damage to the target. This extra force damage increases at
11th level (2d6) and at 17th level (3d6).

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Aura of Fury
Power Descriptions 1st-level metacreativity

The following power descriptions are divided by each

discipline. These include both psychic focus and devotions. Psi Cost: 2 psi points

Manifesting Time: 1 action

Range: Self (60-foot radius)

Aura Beacon Components: O

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.

Psi Cost: 2 psi point


Aura of Victory
Manifesting Time: 1 action
1st-level metacreativity

Range: Self (30-foot radius)


Components: O
Psi Cost: 2 psi point

Duration: Concentration, up to 10 minutes


Manifesting Time: 1 action


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

devotion can affect. Creatures within range when you

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

spent beyond the minimum cost, adding the result to this

devotion’s total roll for hit points worth of creatures it can Psi Cost: 3 psi points

affect. Manifesting Time: 1 action

Range: Self

Aura of Comfort Components: O

1st-level metacreativity
Duration: Concentration, up to 1 hour

Psi Cost: 2 psi points


You mystically tune your aura to the aura of one creature you
Manifesting Time: 1 action
can see. Until your concentration ends, while you can see the
Range: Self (30-foot radius)
target, you learn if it’s under the effect of any magical effects,
Components: O
and the school of magic of any such effect. In addition, if you
Duration: Concentration, up to 1 minute
can see the target, you know its current hit point total and its

basic emotional state. While you concentrate, you have
You shape your aura into one of confidence and calm. Choose advantage on Wisdom and Charisma checks you make
up to 3 targets among yourself and allies you can see within against the target.
range. Until your concentration ends, each target can roll a
d4 when making a saving throw and add the number rolled to Aura Of Jubilation
the total. 2nd-level metacreativity


Psi Cost: 3 psi points


Manifesting Time: 1 bonus action


Range: Self (60-foot radius)


Components: O


Duration: Concentration, up to 1 minute

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You shape your aura into one of distracting mirth. Until your The charmed target will attack only creatures that it has
concentration ends, each creature within range that can see seen attack you since it was charmed or that it was already
you suffers disadvantage on any ability checks using the hostile toward. At the end of each of its turns, it can repeat
Perception and Investigation skills. the saving throw, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this
Aura Beam devotion, you may choose one additional target for this
3rd-level metacreativity devotion for every additional psi point spent beyond the

minimum cost
Psi Cost: 5 psi points

Manifesting Time: 1 action


Psychic Reformation
Range: 60 feet
6th-level clairsentience

Components: O

Duration: Instantaneous
Psi Cost: 9 psi points

Manifesting Time: 16 hours

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:

Psi Cost: 6 psi points


Lose proficiency in one of its skills and gain proficiency in
Manifesting Time: 1 action
another.
Range: Self (20-foot radius)
Lose proficiency in one tool it is proficient with and gain
Components: O
proficiency in another.
Duration: Concentration, up to 10 minutes
Forget one language it knows and learn another.

Change any decisions it made for any Ability Score


Your aura darkens into one of dreadful animosity. When you Improvement class feature it previously gained, including
manifest this power, you designate any number of creatures the decision to take a feat it meets the prerequisites for, if
you can see to be exempt from its effects. An affected applicable.
creature’s speed is halved in the area, and when the creature Forget a spell or devotion known and choose a different
enters the area for the first time on a turn or starts its turn one of the same level.
there, it must make a Charisma saving throw. The creature The target can choose to do any of the above effects any
takes 3d10 psychic damage on a failed save or half as much number of times, however each time an effect is chosen, the
on a successful one. maximum hit point total of both you and the target are
Intensify. When you spend extra psi points to manifest this reduced by 2. This reduction lasts for each creature
devotion, its damage increases by 1d10 for every additional respectively until it gains a level, and cannot be removed with
psi point spent beyond the minimum cost. greater restoration, revitalization, psychic chirurgery, or
similar magic.
Aura of Awe
5th-level metacreativity
Aura Burst

7th-level metacreativity

Psi Cost: 7 psi points


Manifesting Time: 1 action


Psi Cost: 10 psi points

Range: Self (60-foot radius)


Manifesting Time: 1 action

Components: O
Range: Self (30-foot radius)

Duration: Concentration, up to 10 minutes


Components: O

Duration: Concentration, up to 1 minute

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.

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123
On a failed save, a creature takes 10d6 radiant damage and is Receive. You may designate one unoccupied space
blinded and stunned until your concentration ends. On a touching the ground that you can see and begin
successful save, it takes half as much damage and suffers no concentrating (as though concentrating on a power) for 1
other effect. A blinded and stunned target can repeat the minute. If you maintain your concentration and remain within
saving throw at the end of each of its turns, ending both line of sight of the designated space for the entire minute,
effects on itself on a success. that surface becomes mystically attuned to receive incoming
Intensify. When you spend extra psi points to manifest this portals. Thereafter, whenever genesis or the demiplane spell
devotion, the damage increases by 1d6 for every additional is used by a creature other than you to travel to your
psi point spent beyond the minimum cost. demiplane, its portal or doorway appears in the designated
space.
Genesis Return. If the portals you used to travel to your demiplane
8th-level metacreativity
have vanished, you may manifest genesis this way to re-open

them. The portals appear in the same spaces they previously
Psi Cost: 11 psi points
did if those spaces are currently unoccupied, or in the closest
Manifesting Time: 1 action
available unoccupied space if not.
Range: 60 feet
Destroy. You cause your demiplane to begin imploding in
Components: O
on itself, shrinking until completely annihilated 24 hours
Duration: Instantaneous
later. All creatures and nonmagical objects inside your

demiplane are killed and destroyed if they remain in your
The first time you manifest this power, you initiate a process demiplane when it is annihilated, leaving no remains. Magic
that propagates the creation of a demiplane. This items are scattered to random locations in the Multiverse.
propagation takes 120 days to complete, and if you manifest You cannot halt the implosion process once started, but
genesis again before then, the nascent demiplane collapses after your demiplane is annihilated, you may manifest genesis
and a new process begins from scratch. again to begin propagating a new demiplane.
The environmental features of your demiplane
(temperature, weather, flora, fauna, terrain, etc.) are chosen Reality Revision
by you when you first begin its propagation and can range 9th-level metacreativity

from a hostile, barren wasteland to a self-sustaining idyllic

paradise. Psi Cost: 13 psi points

Your demiplane’ s created environment cannot include Manifesting Time: 1 action

precious minerals, gems, or special materials, and the only Range: Self

native life your demiplane can be created with are beasts of Components: O

CR 1 or lower and inanimate plants. Your demiplane can be Duration: Instantaneous

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:

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You grant up to ten creatures that you can see resistance Vital Surge
to a damage type you choose. 1st-level psychometabolism

You grant up to ten creatures you can see immunity to a

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

companions immune to a sand howler's Paralyzing Gaze Range: 60 feet


attack. Components: O

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

you desire might only be partially achieved, or you might

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

you from the game.

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

remaining recovery time decreases by 2 days. Manifesting Time: 1 reaction

Finally, there is a 33 percent chance that the psi points you Range: Self

spent to manifest reality revision are permanently burned, Components: A, O

reducing your maximum psi reserve by 13 points. This Duration: Instantaneous

reduction cannot be reversed by mortal means, even with a

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

and stabilize it. Manifesting Time: 1 reaction


Range: 60 feet

Components: O

Duration: Instantaneous

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125
You unleash a pulse of soothing vigor. Choose up to 3 Share Pain
creatures you can see within range. Each target gains 9 3rd-level psychometabolism

temporary hit points.

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

spent beyond the minimum cost. Components: A

Duration: Concentration, up to 1 minute

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

Psi Cost: 5 psi points


Psi Cost: 6 psi points

Manifesting Time: 1 bonus action


Manifesting Time: 1 action

Range: Self (60-foot radius)


Range: Touch

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

Manifesting Time: 1 action


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

the following conditions from the touched creature: blinded,

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.
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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

Manifesting Time: 1 reaction

Psi Cost: 2 psi point


Range: Self

Manifesting Time: 1 bonus action


Components: O

Range: Self
Duration: Instantaneous

Components: O

Duration: Concentration, up to 1 minute


When you hit a target with a melee attack, you briefly magnify

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

Psi Cost: 2 psi point


Psi Cost: 3 psi points

Manifesting Time: 1 reaction


Manifesting Time: 1 bonus action

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

Psi Cost: 2 psi points


Manifesting Time: 1 bonus action


Psi Cost: 5 psi points

Range: Self (5-foot radius)


Manifesting Time: 1 bonus action

Components: O
Range: Self

Duration: Concentration, up to 1 minute


Components: A, O

Duration: Instantaneous

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127
You enhance your combat senses, allowing you to exploit Psychosomatic Haze
opportunities you wouldn’t see otherwise. As part of the 1st-level telepathy

manifesting time of this power, you either take the Dodge

action or make one melee weapon attack. Psi Cost: 2 psi point

Manifesting Time: 1 action

Deceive Senses Range: 60 feet


Components: None

Using psychic energy, you create illusions of objects, Duration: Concentration, up to 1 minute

creatures, sounds, and other phenomena.

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

creature you can see within range, making it repeat itself.

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

turn. If conditions have changed enough to prevent the Range: 60 feet

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

range, if it no longer has the psi points necessary to manifest

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

Manifesting Time: 1 action


Obscure
Range: 60 feet 2nd-level telepathy

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

2d8 psychic damage, and—until the end of your next turn—

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

DARK SUN | PSIONICS


128
Phantom Menace Covetous Urge
2nd-level telepathy
4th level telepathy

Psi Cost: 3 psi points


Psi Cost: 6 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 60 feet Range: 60 feet

Components: None
Components: O

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

Psi Cost: 5 psi points


Psi Cost: 7 psi points

Manifesting Time: 1 action


Manifesting Time: 1 bonus action

Range: 60 feet
Range: Self (500 feet)

Components: A
Components: None

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

rounds it can survive while suffocating by 1. If a creature

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

components. Range: Self

If the target succumbs to suffocation and begins dying, it Components: None

can be healed above 0 hit points, but in order to remain Duration: 24 hours

conscious, it must continue to manually gasp for air as an

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.

On a successful save, the target takes half as much damage

and the triggering effect functions normally.

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129
Regardless of a target’s success or failure, you are aware if A creature you touch becomes irresistibly captivating to
someone triggers your trap. However, you do not gain any others. For the duration, whenever the target makes a
further information on the effect or its creator, such as the Charisma check, it can replace the number rolled with a 15.
location of the sensor, eye, or projection, or whether the Additionally, no matter what the target says, effects that
target succeeded or failed on their saving throw. would determine if it is telling the truth indicate that it is
being truthful.
Veil Psyche
7th-level telepathy


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

condition. This power even foils wish spells, the reality

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

Psi Cost: 11 psi points


You lob a ball of gooey ectoplasm pulled from the astral plane
Manifesting Time: 1 action
at a creature you can see within range. Make a ranged power
Range: 60 feet
attack against the target. On a hit, the target takes 3d6
Components: A
bludgeoning damage, and is covered in viscous ectoplasm.
Duration: Concentration, up to 1 minute
The next attack roll the target makes while coated in

ectoplasm has disadvantage. The ectoplasm evaporates at
You reach into the mind of a creature you can see within the end of the target’s next turn.
range, and instill the belief that it is suffering from an Intensify. When you spend extra psi points to manifest this
immediate, deadly malady such as a catastrophic heart devotion, the damage increases by 1d6 for every additional
attack. The target must make an Intelligence saving throw. psi point spent beyond the minimum cost.
On a failed save, the target utterly believes the condition is
real and is knocked unconscious and begins dying. The Ectoplasmic Repair
target’s current hit point total is not reduced to 0, but for the 1st-level metacreativity

duration, the target must make death saving throws as

though it were. Psi Cost: 2 psi point

The target dies if it accrues three failed death saving Manifesting Time: 1 action

throws, as normal. If the target accrues three successful Range: Touch

death saving throws, it stabilizes but remains unconscious for Components: A, O

the duration. If the target takes damage, it does not suffer Duration: Instantaneous

automatic death saving throw failures, unless its current hit

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

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130
When you spend extra psi points to manifest this devotion on A creature in the area when you manifest this devotion
an object, it can repair 1 additional cubic foot of matter for must succeed on a Dexterity saving throw or be restrained by
every additional psi point spend beyond the minimum cost. the web until the devotion ends.
A creature restrained by the web can use its action to make
Spectral Steps a Strength check against your power save DC. On a success,
1st-level metacreativity
it frees itself. Regardless of success or failure, however, the

creature’s struggles activate the web’s psychoactive strands,


Psi Cost: 2 psi point
causing them to constrict. The creature attempting to escape
Manifesting Time: 1 action
takes 2d4 bludgeoning damage, plus another 2d4
Range: 60 feet bludgeoning damage for each previous failed attempt to
Components: A, O
escape the web (2d4 for the first failure, 4d4 for the second,
Duration: Concentration, up to 10 minutes
6d4 for the third, etc.).

When the devotion ends, the ectoplasmic web evaporates.


You pull ectoplasm from the astral plane and create a solid,
translucent staircase that lasts until your concentration ends. Ectoplasmic Body
The stairs form a spiral that fills a 20-foot-by-20-foot area, 3rd-level metacreativity

and reaches upward 20 feet.

When the devotion ends, the ectoplasmic staircase Psi Cost: 5 psi points

evaporates. Manifesting Time: 1 action

Intensify. When you spend extra psi points to manifest this Range: Self

devotion, the staircase increases in height by up to 20 feet for Components: A, O

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,

wriggling ectoplasm. For the duration, you are immune to


Psi Cost: 2 psi point
poison and nonmagical bludgeoning, slashing, and piercing
Manifesting Time: 1 action
damage; cannot be poisoned; critical hits scored against you
Range: 60 feet become normal hits; and your AC becomes 13 + your psionic
Components: A, O
ability modifier.
Duration: Concentration, up to 10 minutes
While in this form, you cannot take the Attack, Dash, or

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

the wall otherwise remains intact until your concentration

ends. Psi Cost: 6 psi points

Manifesting Time: 1 action

Spectral Web Range: 90 feet

2nd-level metacreativity
Components: A, O

Duration: Concentration, up to 1 hour

Psi Cost: 3 psi points


Manifesting Time: 1 action


You pull matter from the astral plane and create a shell of
Range: 90 feet solid ectoplasm around a Medium or smaller creature you
Components: A, O
can see within range. The target is encased in the shell if they
Duration: Concentration, up to 1 minute
fail a Dexterity saving throw; a creature can choose to fail this

saving throw if it wishes. The shell lasts until your


You pull ectoplasmic matter from the astral plane and form it concentration ends and protects the target from harm while
into a 20-foot square area of sticky, psychoactive webbing it is trapped inside, providing it total cover from all attacks
starting from a point within range. For the duration, the web and effects originating outside of the shell.
turns the ground in the area into difficult terrain.

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131
The target is visible only as a vague shadow within the shell,
obscuring line of sight to the creature. The shell has AC 18 Imbue Psicrystal
and 20 hit points, and weighs as much as the creature Using your pscionic power you fortify your psicrystal with
trapped inside. further power.
While inside the shell, the target can breathe but can’t Psychic Focus. Your Psicrystal talent changes duration to
move or speak, and it can only take actions that do not focus. You may also cast any power or spell through the
require physical movement (such as casting a spell with no psicrystal as if it had cast the power.
verbal or somatic components, or manifesting a psionic
power). Teleportation effects can be used to escape the shell, Fortify Psicrystal
but the ectoplasmic matter of the shell extends into all planes 1st-level metacreativity

and blocks planar travel.

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

encases a creature underwater or in silt. Components: A

When the power ends, the ectoplasmic shell evaporates. Duration: 8 hours

Intensify. If you spend 5 additional psi points beyond the

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.

Psi Cost: 7 psi points


Personality Shard
Manifesting Time: 1 action
1st-level metacreativity

Range: 90 feet

Components: A, O
Psi Cost: 2 psi point

Duration: Concentration, up to 10 minutes


Manifesting Time: 1 reaction


Range: Touch

You draw a significant quantity of ectoplasm from the astral Components: O

plane and create a roiling, tangible mist of turbulent psychic Duration: Instantaneous

energy with it. The mist fills an area consisting of up to ten

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.

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132
The skill that the psicrystal can give you a bonus to is When the eidolon disappears, your psicrystal remains
determined by what kind of personality you impart it with. behind, and occupies one space previously occupied by the
Choose from one of the options below.
eidolon. As a reaction, you may direct your psicrystal to

teleport to your space immediately after the eidolon


Artiste. Charisma (Performance) checks.
disappears.
    Bully. Charisma (Intimidation) checks.
For the duration of its existence, the eidolon is friendly to
    Cautious. Wisdom (Survival) checks.
you and your companions. It acts on the same initiative count
    Coward. Dexterity (Stealth) checks.
as you, directly after your turn. You can use a bonus action to
    Curious. Intelligence (Arcana) checks.
give the eidolon a verbal or mental command, and it obeys
    Friendly. Charisma (Persuasion) checks.
any such commands that you issue to it. If you don’t issue any
    Liar. Charisma (Deception) checks.
commands to the eidolon, it takes the Dodge action to defend
    Meticulous. Intelligence (Investigation) checks.
itself from hostile creatures but otherwise takes no actions.
    Nimble. Dexterity (Acrobatics) checks.
The eidolon’s base statistics are detailed in Chapter 9:
    Observant. Wisdom (Perception) checks.
Friends and Enemies. When you manifest this power, you can
    Pious. Intelligence (Religion) checks.
select one ability from the Lesser Eidolon Abilities menu and
    Sage. Intelligence (History) checks.
apply it to the eidolon’s base statistics for free.
    Sympathetic. Wisdom (Insight) checks.
Intensify. When you spend extra psi points to manifest this

devotion, you may select one additional ability from the


Intensify. If you spend 2 additional psi points to manifest Lesser Eidolon Abilities menu for each additional psi point
this devotion, you may impart your psicrystal with two facets beyond the minimum cost, and apply it to the eidolon’s
of your personality instead of one, gaining the benefit of both statistics.
simultaneously. For every 2 psi points you spend to intensify this power
from 5th to 6th level or higher, you may select an ability from
Crystal Flechette the Greater Eidolon Abilities menu instead of two choices
2nd-level metacreativity
from the Lesser Eidolon Abilities menu.

Psi Cost: 3 psi points


Crystal Spray
Manifesting Time: 1 action
4th-level metacreativity

Range: 30 feet

Components: O
Psi Cost: 6 psi points

Duration: Instantaneous
Manifesting Time: 1 action

Range: 15-foot cube

You direct your psicrystal to launch a tiny sliver of itself at an Components: O

enemy it can see. Your psicrystal makes a ranged power Duration: Instantaneous

attack using your power attack bonus against the target. On a

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

Manifesting Time: 1 minute


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

range, then draw matter from a plane of thoughts and

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.

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133
Once your psicrystal begins concentrating on this other Your mind palace is partially extradimensional, and blocks
effect, this power ends if the psicrystal loses concentration. teleportation and planar travel effects within its walls
Until your psicrystal’s focus and/or concentration ends, it (whether it is the destination or origin point of the effect).
cannot take any actions or reactions except those specified in Additionally, sensors, eyes, and projections created by
the effect it is concentrating on, and you cannot manifest any divination spells and clairsentience powers can’t appear
other powers within the imbue psicrystal discipline. While inside the structure, and creatures inside can’t be targeted by
your psicrystal concentrates, your psicrystal must make a DC divination or clairsentience effects. The crystallized thought-
10 Constitution saving throw at the end of each of its turns, substance of the structure also diffuses harmful psychic
ending this power and its concentration on a failure. energies, granting resistance to psychic damage to all
creatures located inside it.
Crystal Burst The crystallized ectoplasm of the mind palace’s structure
6th-level metacreativity
can’t be dispelled by dispel magic, and antimagic field has no

effect on it. Nothing can physically pass through the
Psi Cost: 9 psi points
structure’s exterior, except the entranceway, when its phase is
Manifesting Time: 1 action
shifted to incorporeal. An attack or effect that deals at least
Range: 90 feet
10 points of thunder damage destroys a 5-foot section of the
Components: O
wall, or an area of the wall that overlaps with the area of
Duration: Instantaneous
effect that deal the damage, if applicable. The crystal is

otherwise impervious to damage or harm. When this power’s
You teleport your psicrystal to any unoccupied space in range, duration expires, the mind palace evaporates into nothing.
then direct it to burst apart, filling a 30-foot radius sphere Casting this spell on the same spot every day for a year
with an explosion of razor sharp crystal shards. All creatures makes this effect permanent.
and unattended objects in the area take 8d6 piercing damage,
then the shards of your psicrystal teleport back into one solid Sow Psicrystal
form in your space. 8th-level metacreativity

Intensify. When you spend extra psi points to manifest this

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

Mind Palace Components: None

7th-level metacreativity
Duration: Instantaneous

Psi Cost: 10 psi points


You imprint within your psicrystal a metacreative seed of a
Manifesting Time: 1 hour
duplicate of yourself. The seed must germinate for 120 days
Range: 120 feet
before it is viable.
Components: A, O
If your seed germinates for the full 120 days and becomes
Duration: 24 hours
viable, it remains dormant and tethered to your soul. At any

time after the seed becomes viable, if you die, the crystal
You teleport your psicrystal anywhere in an unoccupied cube housing your seed shatters and is permanently destroyed as
of space that is up to 120 feet on each side and with its the seed blooms into a metacreative duplicate of your body in
bottom surface on the ground. If no such space exists within its prime.
range, the power fails. Once your psicrystal is in place, you Your soul then enters the duplicate body, provided your
begin pulling gooey, ectoplasmic matter from the astral plane, soul is free and you are willing to return to life. Your
enfolding the psicrystal in it. The ectoplasm crystallizes and duplicated body is identical to your original one, except for its
hardens into an otherworldly structure that fills the cube. possible younger age, and has the same personality,
You completely control the growth of the crystalline memories, and abilities, but none of your original body’s
structure, making all decisions about the structure’s interior equipment. Your original body’s remains, if they still exist,
chambers and layout, though all interior chambers must become inert and can’t thereafter be restored to life, since
connect to others and must be at least 5 feet in any your soul is elsewhere.
dimension. Interior chambers are otherwise enclosed by The metacreative seed, whether currently germinating or in
floors, walls, and ceilings. Walls can be as thick as 6 inches, a dormant, viable state, evaporates and is destroyed if the
blocking light, or thin enough to appear as glass windows. crystal you use as a material component for imbue psicrystal
One 10-foot section of the exterior wall on the ground level is spends more than 12 consecutive hours as a mundane
a magical entranceway. As an action, you and any creatures crystal, or if it is permanently destroyed.
you designate when you manifest this power can activate the
entranceway when adjacent to it, switching its phases
between corporeal and incorporeal states with each
activation. Once you finish growing the crystalline structure
of your mind palace, your psicrystal detaches itself from an
interior wall and awaits further instructions.

DARK SUN | PSIONICS


134
Crystallize Decelerate
9th-level metacreativity
2nd-level psychoportation

Psi Cost: 13 psi points


Psi Cost: 3 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

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

Manifesting Time: 1 reaction


Range: 60 feet Psi Cost: 3 psi points

Components: A
Manifesting Time: 1 action

Duration: Instantaneous
Range: Self

Components: None

You impart an impulse of aggression in up to three allies you Duration: 10 hours

can see within range. Each of those allies can immediately

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

devotion, the minimum Armor Class provided by this power


Psi Cost: 2 psi points
increases by 1 for every 2 additional psi points spent beyond
Manifesting Time: 1 reaction
the minimum cost.
Range: 60 feet
Components: A
Inertial Barrier
Duration: Instantaneous
2nd-level psychoportation

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

reaction to move up to half their speed, following a path of Range: 60 feet


your choice. Components: A


Duration: Concentration, up to 10 minutes

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You create an invisible, insubstantial wall of distorted space Gravitic Field
within 60 feet of you that is up to 30 feet long, 10 feet high, 3rd-level psychoportation

and 1 foot thick. Any creature attempting to move through it

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

whether willingly or unwillingly. Components: O

Duration: Concentration, up to 10 minutes

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

Accelerate Duration: Concentration, up to 1 minute

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

present form. Choose a willing creature that you can see

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 Dexterity saving throws, and it gains an additional action Range: 30 feet

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

Use an Object action.

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.

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Gravitic Spike Pyrokinesis
5th-level psychoportation
1st-level psychokinesis

Psi Cost: 7 psi points


Psi Cost: 2 psi point

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 100 feet


Range: 120 feet

Components: A
Components: O

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

Manifesting Time: 1 action

Range: Self (15-foot cone)

Kinesis Components: A, O

Through the use of psionic energy, you create and control Duration: Concentration, up to 1 minute

deadly surges of elemental energy.

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.

On a successful save, a creature takes half as much


Psi Cost: 2 psi point
damage and doesn’t suffer any further effects.
Manifesting Time: 1 action
A target suffering the effects of failed saving throw can
Range: 120 feet
repeat the saving throw at the end of each of its turns, ending
Components: A
this power’s effects on itself on a success.
Duration: Concentration, up to 1 minute
Intensify. When you spend extra psi points to manifest this

devotion, the damage increases by 1d10 for every additional


With a sharp crack, you instantly and drastically lower the psi point spent beyond the minimum cost.
ambient temperature around one creature you can see within
range. The target must make a Constitution saving throw. On Cryo Wave
a failed save, the target takes 2d8 cold damage and has its 2nd-level psychokinesis

speed halved until your concentration ends. On a successful

save, the target takes half as much damage and it suffers no Psi Cost: 3 psi points

further effect. Manifesting Time: 1 action

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

the effect on itself on a success. Duration: 1 minute

Intensify. When you spend extra psi points to manifest this

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

its turn there for the duration takes 5 cold damage.

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137
Additionally, the ground in the area becomes difficult terrain Each creature in the cone must make a Dexterity saving
for the duration, and any creature that moves more than 10 throw, or take 6d8 damage of your chosen damage type on a
feet on this difficult terrain must succeed on a Dexterity failed save, or half as much on a successful one.
saving throw or fall prone. If the surface is sloped, a creature Intensify. When you spend extra psi points to manifest this
that falls prone in the area immediately slides to the bottom devotion, for every additional psi point spent, the damage
of the slope. increases by 1d8 and the length of the cone increases by 10
feet.
Pyrokinetic Detonation
2nd-level psychokinesis
Polar Vortex

3rd-level psychokinesis

Psi Cost: 3 psi points


Manifesting Time: 1 action


Psi Cost: 5 psi points

Range: 60 feet Manifesting Time: 1 action

Components: O
Range: 120 feet

Duration: Instantaneous
Components: A, O


Duration: Concentration, up to 1 minute

You excite and compress the air into a superheated point

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

duration. Psi Cost: 5 psi points

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)

throw, taking 2d10 thunder damage on a failed save, or half Components: A, O

as much on a successful one. Duration: Instantaneous

Any creature in the line must spend 2 feet of movement for

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

Manifesting Time: 1 action


Cryo Barrier
Range: Self (40-foot cone) 4th-level psychokinesis

Components: O

Duration: Instantaneous
Psi Cost: 6 psi points


Manifesting Time: 1 action

A rippling wave of psychokinetically generated energy Range: 60 feet

emanates from you, in a 40-foot cone. Choose fire, cold, Components: A, O

lightning, or thunder damage. Duration: Concentration, up to 10 minutes

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138
With an ear-splitting screech audible up to 300 feet away, you You overload the brain of one creature you can see within
freeze the air to form a wall of ice. The wall is 60 feet long, 15 range and cause bolts of synaptic lightning to coruscate from
feet high, and 1 foot thick. At least one 10-foot-long section of it to 2 other creatures in range, each of which must be within
the wall must be within range when you manifest this power. 30 feet of the first target. The first target must have an
Each 10-foot section of the wall has AC 12 and 30 hit points. Intelligence score of 4 or higher, or the power fails. All targets
The wall lasts until your concentration ends or all sections must make a Constitution saving throw. On a failure, a target
are destroyed. A creature that damages the wall with a melee takes 6d8 lightning damage and is stunned until the end of its
attack takes an amount of cold damage equal to the damage next turn. On a successful save, the target takes half as much
it dealt to the wall. damage and is not stunned.
Immolate Self Ultrasonic Boom
4th-level psychokinesis
5th-level psychokinesis

Psi Cost: 6 psi points


Psi Cost: 7 psi points

Manifesting Time: 1 reaction


Manifesting Time: 1 action

Range: Self
Range: 60 feet

Components: O
Components: A

Duration: Concentration, up to 1 minute


Duration: Instantaneous

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

devotion, the damage increases by 1d6 for each additional psi


Psi Cost: 6 psi points
point spent beyond the minimum cost.
Manifesting Time: 1 action

Range: 60 feet

Components: A, O
Mindlink
Duration: Concentration, up to 10 minutes
You have mastered the art of telepathic communication, using

it for both hostile and benign means.


You mentally excite the air molecules before you, forming a Psychic Focus. While focusing on this discipline, you can
wall of pure sound. The wall is 60 feet long, 15 feet high, and telepathically speak with up to 8 creatures within 120 feet
1 foot thick. At least one 10-foot-long section of the wall must you can see. While focused on this discipline, those creatures
be within range when you form the wall. The wall lasts for the can communicate telepathically with any other creature you
duration. Every foot moved through the wall costs 1 extra have contacted even if they do not share a common language.
foot of movement.
When a creature moves into the wall’s space for the first Compel Confession
time on a turn or starts its turn there, that creature must 1st-level telepathy

succeed on a Strength saving throw, or it takes 6d6 thunder

damage, is pushed in a straight line up to 30 feet away from Psi Cost: 2 psi points

the wall, and is knocked prone. Manifesting Time: 1 action

The wall blocks any sound from passing through it, and the Range: 30 feet

cacophony it creates can be heard up to 500 feet away. If Components: A

another effect that deals thunder damage overlaps with the Duration: Instantaneous

wall or crosses through it, the wall absorbs the effect,

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

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139
Courageous Recall You couch your falsehoods in feelings of trust and
1st-level telepathy
acceptance, and deliver them into the mind of another. When

you manifest this devotion, you target one creature you are
Psi Cost: 2 psi points
telepathically communicating with. The target must make a
Manifesting Time: 1 reaction
Wisdom saving throw. On a failed save, you telepathically
Range: 60 feet
communicate one statement of your choice to the target, and
Components: None
the target believes that statement for the duration. The
Duration: Instantaneous
statement can be up to ten words long, and it must describe

you or a creature or object the target can see. On a successful
You briefly connect your mind with up to six creatures you save, the target is unaffected. A creature is immune to this
can see within range and trigger within them subjective effect if it is immune to being charmed or it succeeded on a
memories of courage. You end the frightened condition on all saving throw against this devotion since the end of your last
affected creatures. You gain no knowledge of the specific long rest
memories triggered in the targets.
Telepathic Slap
Mental Inquisition 1st-level telepathy

1st-level telepathy


Psi Cost: 2 psi point

Psi Cost: 2 psi points


Manifesting Time: 1 action

Manifesting Time: 1 action


Range: 60 feet

Range: Self
Components: O

Components: None
Duration: Instantaneous

Duration: Concentration, up to 1 hour



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

telepathically with one additional target creature through the

mindlink psychic focus. Psi Cost: 3 psi points

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)

choice with all targets you are telepathically communicating Components: A

with, or allow one target to share one of its memories with Duration: Instantaneous

yourself and all other targets of your psychic focus. The

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

Psi Cost: 2 psi points

Manifesting Time: 1 action

Range: 60 feet

Components: None

Duration: 5 minutes

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140
Read Thoughts One creature you are telepathically communicating with
2nd-level telepathy
must make a Wisdom saving throw. On a failed save, the

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

damage, and it experiences no additional effects.


When you manifest this devotion, and as your action on each Intensify. When you spend extra psi points to manifest this
turn until your concentration ends, you can focus your mind devotion, you may target 1 additional creature you can see
on one creature you are telepathically communicating with. within range for every 2 additional psi points spent beyond
When you initially begin to focus on a creature, you initially the minimum cost
learn its surface thoughts—what is most on its mind in that
moment. As an action, you can attempt to probe deeper into Pry Memories
the same creature's mind. If you probe deeper, the target must 3rd-level telepathy

make a Wisdom saving throw. If it fails, you gain insight into

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

Questions verbally directed at the target creature naturally Duration: Instantaneous

shape the course of its thoughts, so this power is particularly

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

you learn information from it based on the number of saving


Psi Cost: 5 psi points
throws it fails. The target may voluntarily fail any saves. If the
Manifesting Time: 1 action
target succeeds on all three saving throws, this power fails.
Range: Self
If the target fails any saves, you learn the details of events
Components: O
from the target’s memories that it considers significant. With
Duration: Concentration, up to 1 minute
one failed saving throw, you learn such details from the past

12 hours; with two failed saving throws, you learn such


When you manifest this devotion, you target one creature you details from the past 24 hours; and with three failed saving
are telepathically communicating with and cause their throws, you learn such details from the past 48 hours.
instinctual fight-or-flight terror response to go haywire. The
target must make a Wisdom saving throw. On a failed save, it Correspond
takes 6d6 psychic damage and considers all other creatures 4th-level telepathy

to be life-threatening and hostile to it.

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

the initial damage and suffers no other effect. A creature is Components: O

immune to this power if it is immune to being frightened. Duration: Concentration, up to 1 minute

Intensify. For each additional psi point spent to manifest

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

words or less to the target as an action. Until your


Psi Cost: 5 psi points
concentration ends, the target may also telepathically
Manifesting Time: 1 action
communicate up to twenty-five words to you as an action. You
Range: 60 feet and the target can understand this telepathic communication,
Components: A
even if you don’t share a language.
Duration: Instantaneous
You can establish this telepathic connection across any

distance and it may even reach across to other planes of


You coerce the inner id lurking in the mind of another existence.
creature to unleash itself, sending it into a reckless fury.

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141
Inception Once the triggering condition is met, the target pursues the
4th-level telepathy
course of action you described to the best of its ability. The

suggested course of action can continue for up to 8 hours
Psi Cost: 6 psi points
after the triggering condition is met. If the suggested activity
Manifesting Time: 1 hour
can be completed in a shorter time, the power ends when the
Range: 30 feet
subject finishes what it was influenced to do. The target will
Components: None
not be able to explain why it took the actions you compelled it
Duration: 4 or more hours
to take after the suggestion is triggered and it will have no

memory of the suggestion or trigger being implanted.
You telepathically infiltrate the mind of a creature you can see Whenever the target creature finishes a long rest, it may
within range. The target must remain within 30 feet of you repeat the Wisdom saving throw, ending the effect on a
for the entire manifesting time, otherwise the power fails. success, though it will still not realize it was affected. If the
The target must make three Intelligence saving throws. You triggering condition is not met before the power expires, the
plant an idea or false memory in the creature’s mind, the suggested activity isn’t performed. If you or any of your
duration of which depends on the number of saving throws it companions damage the target, the power ends
fails.
You choose whether the idea or memory is trivial (such as Assume Control
“I woke up 5 minutes late today” or “Griffons are majestic 5th-level telepathy

creatures”) or personality-defining (“I deserted my unit in the

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

weapon again”). Range: 30 feet

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

hours. With three failed saving throws, it lasts for 48 hours.

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

to a sentence or two) and a triggering event (such as “when Range: 60 feet

you awake two days from now” or “when you come within Components: A

sixty feet of the local Countess”) to magically influence a Duration: 1 round

creature you are telepathically communicating with.

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.

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At the DM’s option, an affected target that perceives an While a creature is still making saves against this power, it
immediately lethal hazard in the environment may subject acts normally but begins to mimic quirks of your own
itself to that hazard, such as flinging itself off a high cliff or personality. For instance, if you have a habit of ending
diving into a lake of lava. In such cases, the affected creature sentences with “y’know?” the target begins doing so as well,
moves as close as it can to the hazard without subjecting subconsciously.
itself to it, taking the Dash action and provoking opportunity If the parasitic seed germinates, the target’s mind is
attacks if necessary, and then repeats the saving throw. On a replaced with a duplicate of your own. Its Intelligence,
success, this power’s effects end before the target subjects Wisdom, and Charisma scores change to match yours at the
itself to the hazard. On a failure, the affected target uses its time you manifested this power on it. The target loses all
remaining movement to subject itself to the hazard. class levels and class specific NPC traits it might have, and
gains the class levels you had 8 levels ago (in effect, gaining
Mind Probe the same experience and abilities you had 8 levels earlier). Its
7th-level telepathy
physical ability scores, race, and appearance do not change.

Although the target becomes a mental duplicate of you, you


Psi Cost: 10 psi points
have no special control over it, and its personality may
Manifesting Time: 1 minute
diverge from yours over time. The duplicate psyche’s initial
Range: 30 feet
attitude toward you is friendly, but it does not believe itself to
Components: None
be your servant or slave, and it will act as you would if it is
Duration: Concentration, up to 1 minute
treated as such.

Effects that prevent possession prevent you from infecting


You delve into the depths of the mind of a creature you are a target with mind seed, but grant no protection once the
telepathically communicating with. You gain limited access to seed is already implanted.
the complete personal experience of the target, from fleeting An intensified revitalization, greater restoration, or the
memories of everyday events to life-defining moments. For break enchantment effect of dispel evil and good cast on the
the duration, you may use an action to learn the answer to target specifically to cleanse it of a growing mind seed does
one question that the target could answer. You do not actually so only if the caster succeeds on a spellcasting or psionic
converse with the creature, and need not share a language ability check with a DC equal to your power save DC, and
with it. You merely search the target’s psyche for the only if cast on the target before it fails three saves against
information you seek and find it if it is present. mind seed. Once the parasitic seed of your psyche germinates
The target may refuse to give you access to an answer if it in a target, only reality revision, wish, psychic chirurgery, or
succeeds on a Charisma saving throw, but success on this similarly powerful magical effects can restore the target to its
saving throw does not end the power. You may continue to original personality and class levels (if applicable).
seek answers (either to the same question or a different one)
in subsequent rounds of the effect, until the duration ends. Psychic Chirurgery
This power ends early if the target moves out of range. 9th-level telepathy

An unconscious creature automatically provides you

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

conscious on a success. Range: Touch

Components: A,O

Mind Seed Duration: Instantaneous

8th-level telepathy

You telepathically enter the mind of willing creature you


Psi Cost: 11 psi points
touch, and skillfully repair or improve its psyche. When you
Manifesting Time: 1 action
manifest this power, you choose one of the following effects.
Range: Touch
Repair. If the target is charmed or frightened, you instantly
Components: None
end those conditions on the target. You also automatically
Duration: Instantaneous
end any effect that mentally limits or dictates actions the

creature can take (such as id insinuation, ego whip, or the


You touch one humanoid you are telepathically command or confusion spells), possession, permanent
communicating with and infect it with a parasitic seed of your insanity, madness, or a reduction in maximum hit points
own psyche. The target must make a Charisma saving throw caused by an effect that dealt psychic damage. Additionally
immediately when you manifest this power on it, and must you restore the creature’s Intelligence, Wisdom, and
then repeat the saving throw whenever it finishes a long rest. Charisma scores to normal if they were reduced by another
If the target successfully saves against this power three effect.
times, the power ends and the parasitic seed fades away with Improve. If you choose this effect, you begin to
no effect. If it fails its save three times, the parasitic seed of concentrate. If you maintain your concentration for a full
your psyche in the target’s mind germinates. The successes minute, you permanently bestow the target creature with the
and failures don’t need to be consecutive; keep track of both ability to cast one psionic talent that you know.
until the target collects three of a kind.

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You also permanently reduce your psi reserve maximum by 2 For the duration of a mystic caravan journey, mystic
each time you manifest this power to improve a creature this travelers must remain within 15 feet of at least one other
way. This reduction applies to any increased maximum psi mystic traveler. If a mystic traveler is out of this formation for
reserve you attain for gaining a level, and it can only be more than 1 round, the mystic traveler power is automatically
reversed with reality revision or wish. dispelled on that creature, and it is sent tumbling through the
rough psychic currents of the Astral Plane. Such creatures
must make a Charisma saving throw, taking 10d6 psychic
Mystic Displacement damage on a failure, or half as much on a success, and are
You bend space to your will, moving creatures from one then transported to a random plane of existence.
location to another with a mere thought.
Psychic Focus.
While focused on this discipline, you can Dissipating Touch
teleport up to 10 feet to an unoccupied space that you can see 2nd-level psychoportation

as a bonus action.

Psi Cost: 3 psi points

Baleful Displacement Manifesting Time: 1 action

1st-level psychoportation
Range: Touch


Components: O

Psi Cost: 2 psi points


Duration: Instantaneous

Manifesting Time: 1 action


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

object in the sphere is moved to an unoccupied space of your

choice within it if the object weighs no more than 100 Psi Cost: 5 psi points

pounds. Manifesting Time: 1 action

Intensify. When you spend extra psi points to manifest this Range: Touch

devotion, the damage increases by 1d6 for every additional Components: O

psi point spent beyond the minimum cost. Duration: Concentration, up to 1 minute

If you spend at least 3 additional psi points to increase this

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

traveler is not affected by you manifesting mystic caravan

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

Duration: Concentration, up to 8 hours

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144
For the duration of this devotion, you mystically anchor your When you manifest this power, you must specify another
body and mind to the underlying fabric of reality on your plane of existence as your destination (and may choose a
current plane of existence. While so anchored, your weight specific location within that plane). Then, all mystic travelers
does not increase but you become next to impossible to are transported to the Astral Plane, where you begin to travel
move. You gain a +20 bonus on ability checks and saving to your destination. This power automatically fails if you are
throws to resist being moved against your will, and you already on the Astral Plane when you manifest it.
cannot voluntarily allow yourself to be moved for the Your journey through the Astral Plane is not instantaneous,
duration. instead taking several days, and arrival at your destination is
While anchored, you automatically fail Dexterity checks not guaranteed. At the end of each day of astral travel, you
and saving throws and cannot take any actions, but you must make a DC 15 Arcana check. Successes bring you
become immune to all bludgeoning, piercing, and slashing closer to your destination and failures lead you further away.
damage. Magical effects that would teleport you, or any effect Your journey ends if you accrue either three successes or
described as “telekinetic” automatically fail when used on three failures. The DM may grant you disadvantage or
you. advantage on these checks, depending on certain factors (the
Intensify. If you spend 5 additional psi points when waxing or waning periods of your destination plane, your
manifesting this devotion, you manifest it as an 8th-level familiarity with your destination, etc.).
power, and may do so as a reaction to any action another The result of your journey depends on how many failures
creature takes, gaining the effects of the devotion before the you accrued before it ends:
other creature’s action. If your journey ends with no failures, all mystic travelers
are transported to your intended plane of existence, within
Mystic Anchor 1d10 miles of your destination on that plane if you specified
4th-level psychoportation
one, or arriving at a random location on that plane if you did

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

back, arriving within 1d10 miles of the location you


You fire a thin purple ray from your brow at a creature you manifested this power. Additionally, all mystic travelers suffer
can see within range. Make a ranged power attack. On a hit, four levels of exhaustion as your astral journey was especially
the target becomes anchored to the plane of existence it is tiring and rough.
currently on for the duration of this power. If your journey ends because you accrued 3 failures, all
While anchored, teleportation and planar travel effects fail mystic travelers run afoul of turbulent psychic currents of the
to work on the target, whether the target is the originator of Astral Plane. Each mystic traveler must make a Charisma
the effect or not. The target is also barred from entering saving throw, taking 10d6 psychic damage on a failed save, or
portals to other locations, whether the portal’s destination is half as much on a successful one. Then, regardless of the
on the same plane, another plane or demiplane, or an result of the saving throw, each mystic traveler suffers two
extradimensional space such as that created by the rope trick levels of exhaustion and is transported to a random plane of
spell. If an anchored creature attempts to pass through such a existence, separated from its fellow travelers.
portal, they find it an impassable barrier. In addition to the pure navigational challenge of the
Intensify. When you spend extra psi points to manifest this journey, the DM may describe additional encounters and
devotion, you may target one additional creature you can see challenges the mystic travelers might face along the way.
within range for every additional psi point spent beyond the
minimum cost. Decerebrate
6th-level psychoportation

Mystic Caravan

5th-level psychoportation
Psi Cost: 9 psi points

Manifesting Time: 1 action

Psi Cost: 7 psi points


Range: 60 feet

Manifesting Time: 1 action


Components: A

Range: Touch
Duration: Instantaneous

Components: O

Duration: Up to 5 days
You focus ominously on a creature you can see within range

and attempt to remove parts of its brain. Roll 15d8. If the


You lead a caravan of two or more willing mystic travelers total you roll equals or exceeds the target’s current hit point
(creatures affected by the mystic traveler power manifested total, you instantly reduce its Intelligence score to 0 and
by you previously, one of which must be yourself) into the teleport a large portion of its brain out of its body to a space
Astral Plane and beyond. within range.

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145
An affected creature is permanently incapacitated and cannot You transport yourself backwards in time. The process of
move or speak. It becomes limp and unresponsive to all regressing yourself to an earlier point in time is exceedingly
outside stimuli. If not provided with care, an affected creature difficult and dangerous. If you are not in combat, you can
will perish in 3 days. These effects end on the target if its attempt to travel backwards in time up to 8 hours, but if you
Intelligence score is restored. manifest this power while in combat, you can only attempt to
Intensify. When you spend extra psi points to manifest this regress time back to the point at which you rolled for
devotion, you roll an extra 1d8 for each additional psi point initiative at the start of the current combat. You must succeed
spent beyond the minimum cost and add it to this devotion’s on a psionic ability check against your own power save DC to
total. successfully travel in time with this power. On a failure, you
remain in the present moment, take 10d6 force damage that
Mystic Diversion cannot be mitigated in any way, and the psi points you spent
7th-level psychoportation
to manifest temporal regression are permanently burned,

reducing your maximum psi reserve by 13 points. This
Psi Cost: 10 psi points
reduction cannot be reversed by mortal means, even with a
Manifesting Time: 1 reaction
wish spell or the reality revision power and it applies to any
Range: 100 feet
increased maximum psi reserve you attain for gaining a level.
Components: O
When you travel back in time, only you retain knowledge of
Duration: Instantaneous
the future in which you lived, but small variances in random

variables can produce different outcomes to the ones you
You manifest this power as a reaction to one creature might expect (for example, a game of chance or sporting
teleporting into, out of, or within range. event you witnessed the first time around might not result in
The teleporting creature must succeed on a Charisma the exact same outcome you first witnessed). The DM has the
saving throw to continue its teleport as normal. final call on the state of the world and the creatures in it after
If the target fails its save, it teleports to a destination of you manifest this power.
your choice instead of its intended destination, provided the Likewise, a combat that you return to the beginning of may
destination you choose is within the normal range of the have wildly different results, necessitating that the entire
teleportation effect. encounter be replayed.
Temporal Reset
8th-level psychoportation
Primal Metabolism

You channel your psionic power, snapping bones and twisting
Psi Cost: 11 psi points
flesh, transforming yourself.
Manifesting Time: 1 action
Psychic Focus. While focused on this discipline, you gain
Range: Self
a bonus to Strength (Athletics) and Dexterity (Acrobatics)
Components: O
checks. The bonus equals your proficiency modifier.
Duration: Instantaneous


Bestial Claws
Your condition returns to what it was at the end of your 1st-level psychometabolism

previous turn, minus the psi cost of manifesting this power.

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

which you return. If you do not have an accurate record of Components: O

such information, the power fails. This power only returns Duration: Instantaneous

your inherent features to their previous state, it has no effect

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

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146
Bestial Transformation Intensify. If you spend 5 additional psi points when
1-level psychometabolism
manifesting this devotion beyond its minimum cost, you

manifest it as a 5th level power, and you become even smaller


Psi Cost: Special
for the duration. While this size, you gain all the regular
Manifesting Time: 1 bonus action
effects of this devotion, plus you gain a +5 bonus to Dexterity
Range: Self
(Stealth) checks, a +5 bonus to AC, you can move through
Components: O
gaps as small as 1 inch across without squeezing, and you
Duration: 1 or more hours
can’t make weapon attacks.

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

psi cost and power level. Psi Cost: 2 psi points

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

level of the devotion.

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

creatures and objects within 10 feet of you, even if you are

blinded. Psi Cost: 3 psi points

Tough Hide (2 psi, level 1). Your skin becomes as tough Manifesting Time: 1 action

as leather; you gain a +2 bonus to AC. Range: Self

Components: A

Caustic Blood Duration: Instantaneous

1st-level psychometabolism

You morph your fingers into claws that inject corrosive


Psi Cost: 2 psi points
venom and sting a creature within your reach.
Manifesting Time: 1 reaction
The target must make a Constitution saving throw, taking
Range: Self (5-foot radius)
2d12 acid damage on a failed save, or half as much damage
Components: A, O
on a successful one.
Duration: Instantaneous
Intensify. When you spend extra psi points to manifest this

devotion, the damage increases by 2d12 for every 2


When you take piercing or slashing damage, you may additional psi points spent beyond the minimum cost.
manifest this devotion to cause acid to spray from your
wound. Each creature within 5 feet of you takes 2d6 acid Titanic Form
damage. 2nd-level psychometabolism

Diminutive Form Psi Cost: 3 psi points

1st-level psychometabolism
Manifesting Time: 1 action

Range: Self

Psi Cost: 2 psi points


Components: O

Manifesting Time: 1 bonus action


Duration: Concentration, up to 1 minute

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.

Additionally, while you concentrate, your reach increases by 5


You become Tiny until your concentration ends. While this feet and your melee weapon attacks deal an extra 1d4
size, you gain advantage on Dexterity (Stealth) checks and bludgeoning damage on a hit.
can move through gaps as small as 6 inches across without
squeezing.
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147
    Intensify. If you spend 4 additional psi points when You assume the hit points of your new form. When you
manifesting this devotion beyond its minimum cost, you revert to your normal form, you return to the number of hit
manifest it as a 5th level power, you gain an additional 30 points you had before you transformed. If you revert as a
temporary hit points, and you become Huge until your result of dropping to 0 hit points, any excess damage carries
concentration ends, if you’re not already Huge or larger. over to your normal form. As long as the excess damage
While you are Huge, this devotion’s bonus damage to melee doesn't reduce your normal form to 0 hit points, you aren’t
weapon attacks increases to 2d6 extra bludgeoning damage, knocked unconscious.
and your reach increases by 10 instead of 5. You are limited in the actions you can perform by the
nature of your new form, and you can't manifest powers, cast
Breath of the Dragon spells, or take any other action that requires hands or speech.
3rd-level psychometabolism
Your gear melds into the new form. You can't activate, use,

wield, or otherwise benefit from any of your equipment.
Psi Cost: 5 psi points
Intensify. If you spend 6 extra psi points when manifesting
Manifesting Time: 1 action
this devotion to take a beast form, you manifest it as an 8th-
Range: Self (60-foot line, or 90-foot cone)
level power, and you can transform yourself into any kind of
Components: A, O
creature whose challenge rating is equal to or less than your
Duration: Instantaneous
level, not just a beast

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

long. Choose acid or poison damage. Each creature in the

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

on a successful one. Range: Self

Intensify. When you spend extra psi points to manifest this Components: None

devotion, the damage increases by 1d6 for every additional Duration: 1 hour

psi point spent beyond the minimum cost. If you spend at

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

coloration, and distinguishing characteristics, if any. You can

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

duration. Duration: Concentration, up to 1 minute

Beast Form. You transform into the form of a beast. The

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.

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148
Psionic Blast
Psionic Assault 1st-level telepathy

Wielding powerful psionic energy, you mold the minds of

others as you see fit. Psi Cost: 2 psi point

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

intelligence bonus (minimum of 1). Duration: Instantaneous

Disconcerting Lash You unleash a blast of inexorable psychic disruption at one


1st-level telepathy
creature you can see within range. The target automatically

takes 2d6 psychic damage.


Psi Cost: 2 psi point
Intensify. When you spend extra psi points to manifest this
Manifesting Time: 1 action
devotion, the damage increases by 1d6 for every additional
Range: 60 feet
psi point spent beyond the minimum cost.
Components: O

Duration: Instantaneous
Ego Whip

2nd-level telepathy

You inject a sudden, unsettling, and alien feeling in the mind

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

damage and suffers no other effect. A creature is immune to Duration: Instantaneous

this effect if it is immune to being frightened.

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

actions on its next turn. On a successful saving throw, the


Psi Cost: 1 psi points
target takes half as much damage, and its choice of action is
Manifesting Time: 1 action
not limited by this power.
Range: 60 feet
Intensify. When you spend extra psi points to manifest this
Components: A
devotion, you may target 1 additional creature you can see
Duration: Until dispelled
within range for every additional psi point spent beyond the

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

or failure on the saving throw.

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

takes any further damage. While incapacitated, its speed is

halved

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149
Id Insinuation Apathy Impulse
3rd-level telepathy
4th-level telepathy

Psi Cost: 5 psi points


Psi Cost: 6 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 60 feet
Range: 60 feet

Components: O
Components: O

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

creature does nothing this turn.

Psi Cost: 6 psi points

9-10 The creature can act and move normally. Manifesting Time: 1 action

Range: Self (60-foot cone)

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

Range: 60 feet Mind Seize


Components: None
4th-level telepathy

Duration: Instantaneous


Psi Cost: 6 psi points

You cause a 20-foot-radius sphere of intense psionic Manifesting Time: 1 action

disruption to appear, centered on a point within range. Each Range: 60 feet

creature in the area must make a Charisma saving throw. On Components: O

a failed save, a target takes 4d8 psychic damage and suffers Duration: Concentration, up to 1 minute

disadvantage on all saving throws until the end of your next

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.

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150
Telepathic Weight This damage can’t reduce the target’s hit points below 1. If
5th-level telepathy
the target fails the saving throw, its hit point maximum is

reduced for 1 hour by an amount equal to the psychic damage


Psi Cost: 7 psi points
it took. Any affect that imparts immunity to psychic damage
Manifesting Time: 1 action
allows a creature’s hit point maximum to return to normal
Range: 120 feet
before that time passes.
Components: A
Intensify. When you spend extra psi points to manifest this
Duration: Instantaneous
devotion, the damage increases by 1d12 for each additional

psi point spent beyond the minimum cost.


You generate a crushing telepathic presence in a 20-foot cube
within range. Each creature in that area must make a Mental Shutdown
Charisma saving throw. On a failed save, a target takes 7d8 8th-level telepathy

psychic damage, is incapacitated, and has their speed halved

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

effects. Range: 60 feet

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.

You telepathically batter the psyche of a creature you can see,


Shatter Mental Defenses locking them in an unresponsive state. If the target has 150
6th-level psychokinesis
hit points or fewer, it is stunned. Otherwise, the power has no

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

You touch a creature and attempt to annihilate any and all

defenses against mental and psionic effects it may have. The Psi Cost: 13 psi points

target must succeed on a Charisma saving throw or be Manifesting Time: 1 action

affected by this power. Range: 60 feet

Any temporary magical effect on an affected creature that Components: O

grants it resistance or immunity to psychic damage, Duration: Instantaneous

advantage against or immunity to being charmed or

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

and interact with each other and their shared hallucinatory


Psi Cost: 10 psi points
environment, but are in actuality prone, incapacitated, and
Manifesting Time: 1 action
unable to move or speak intelligibly. Affected creatures
Range: 60 feet
believe they are interacting with each other normally, but are
Components: A
in fact telepathically communicating with other affected
Duration: Instantaneous
creatures and hallucinating physical interactions.

Regardless of the number of targets, affected creatures will


You brutally crush the mind of one creature that you can see eventually die of thirst and starvation without external care.
within range. Microcosm’s effects can only be removed by manifesting
The target must make a Charisma saving throw, taking microcosm on the targets a second time, or other by powerful
8d12 psychic damage on a failed save, or half as much effects such as psychic chirurgery, reality revision, or wish.
damage on a successful one.
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151
Ring of Blades
Psionic Weapon 3rd-level metacreativity

You channel psionic energy to lend devastating power to your

attacks. Psi Cost: 5 psi points

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)

psionic energy. While you charge this weapon, it gains a +1 Components: O

bonus to attack rolls and damage rolls. If you use this option Duration: Concentration, up to 10 minutes

on a magic weapon, use the weapon’s bonuses or the

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

Psi Cost: 3 psi points


Range: Self (60-foot line)

Manifesting Time: 1 bonus action


Components: O

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

3rd-level metacreativity Psi Cost: 7 psi points


Manifesting Time: 1 action

Psi Cost: 5 psi points


Range: Self (20-foot radius)

Manifesting Time: 1 bonus action


Components: O

Range: Self
Duration: Instantaneous

Components: O

Duration: Concentration, up to 1 minute


As you strike with your melee weapon or unarmed attack, you

fragment into four duplicates and launch a hurricane of
You refine the shape of a weapon or unarmed attack so that it attacks. When you manifest this power, you may target up to
only exists within two dimensions, producing an absurdly 4 creatures within a 20-foot radius sphere centered on you
sharp cutting edge. For the duration, your attacks score a and make two melee attacks against each target.
critical hit on a roll of 19–20.
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152
While you concentrate, you may use your action to move
Psychic Hammer the object up to 60 feet. You must keep the object within sight
You wield psionic energy to batter your foes with devastating during this movement. If your concentration ends while the
attacks. object is in the air, it falls.
Psychic Focus. While focused on this discipline the range You may also use your action to end your concentration
of thought spear is doubled, and when you deal force damage early and launch the object at a creature you can see within
you deal an additional damage equal to your intelligence range. The target must succeed on a Dexterity saving throw
bonus (minimum of 1). or take 3d8 bludgeoning, piercing, or slashing damage (as
appropriate to the item, chosen by the DM) on a failed save,
Telekinetic Lance or half as much on a successful one.
1st-level psychokinesis
Intensify. When you spend extra psi points to manifest this

devotion, for every additional psi point spent beyond the


Psi Cost: 2 psi point
minimum cost, the damage increases by 2d8, and the
Manifesting Time: 1 action
maximum weight of the object increases by 50 lbs. (4 total
Range: Self (30-foot line)
psi points for 100 lbs., 5 total psi points for 150 lbs., etc.).
Components: O
Telekinetic Clutch
Duration: Instantaneous
2nd-level psychokinesis

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

Intensify. When you spend extra psi points to manifest this

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

Psi Cost: 5 psi points

Psi Cost: 3 psi points


Manifesting Time: 1 action

Manifesting Time: 1 action


Range: 60 feet

Range: 60 feet
Components: A

Components: O
Duration: Instantaneous

Duration: Concentration, up to 1 minute


Choose one creature, object, or magical/psionic effect within


You seize an object with your mind and move it at your range. Any power or spell including a pshchic focus of a level
psychic command. Choose one object you can see within 60 equal to this power’s level or lower on the target ends. For
feet of you that isn’t being worn or carried by another each spell or power of a level higher on the target, make a
creature and that isn’t secured in place. It can’t be larger than psionic ability check using your manifesting ability. The DC
20 feet on a side, and it can weigh no more than 50 lbs. equals 10 + the power or spell level. On a successful check,
the power or spell ends.
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153
Intensify: When you spend extra psi points to manifest this Each creature in the area must make a Constitution saving
devotion, this devotion’s power level increases by a level equal throw, taking 7d8 force damage on a failed save, or half as
to every power level worth of psi points spent. much damage on a successful one. Creatures who fail their
save are also pushed 10 feet directly away from you.
Negate Intensify. When you spend extra psi points to manifest this
3rd-level psychokinesis
devotion, the damage increases by 1d8 for every additional

psi point spent beyond the minimum cost.
Psi Cost: 5 psi points

Manifesting Time: 1 reaction


Telekinetic Puppet
Range: 60 feet
5th-level psychokinesis

Components: O

Duration: Instantaneous
Psi Cost: 7 psi points


Manifesting Time: 1 action

When you visually, audibly, or mentally perceive a creature Range: 60 feet

within 60 feet of you generate a psionic or magic effect, you Components: A, O

attempt to negate their magic or psionic power and stop it Duration: Concentration, up to 1 minute

from coming to fruition. If the target is casting a psionic

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

Range: Self (50-foot radius)

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

Any creature that is invisible due to an effect that does not

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

briefly revealed as a dim outline, which removes its Range: 30 feet

invisibility until the end of your next turn. Components: A

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.

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154
Intensify. When you spend extra psi points to manifest this You create a telepathic field and instill a mote of pure fury
devotion, you may intensify it in one or both of the following within the mind of a creature you can see within range. The
ways, but points spent toward one method do not apply to the target must succeed on a Wisdom saving throw or take 2d6
other. psychic damage and immediately use its reaction to move up
You may target one additional humanoid creature for every to its speed in a straight line toward its nearest enemy. On a
additional psi point spend beyond the minimum cost. failure, the target takes half as much damage and does not
If you spend 4 additional psi points, you may target any suffer any further effect. The save automatically succeeds if
kind of creature within range, instead of humanoids only. the target is immune to being charmed.
Intensify. When you spend extra psi points to manifest this
Empathic Shield devotion, the damage increases by 1d6 for each additional psi
1st-level telepathy
point spent beyond the minimum cost.

Psi Cost: 2 psi point


Discern Hostile Intent
Manifesting Time: 1 action
2nd-level telepathy

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

the start of each of the target’s turns, it must make a Wisdom

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

minimum cost. Psi Cost: 3 psi points

Manifesting Time: 1 minute

Fearful Recall Range: 60 feet


1st-level telepathy
Components: A

Duration: Concentration, up to 1 minute

Psi Cost: 2 psi points


Manifesting Time: 1 action


You spend the manifesting time of this devotion conversing
Range: 60 feet
with one creature you can see within range. If the target
Components: O
converses with you for the full manifesting time, it must
Duration: Concentration, up to 1 minute
succeed on a Wisdom saving throw, or you insidiously infect

it with a sense of overwhelming boredom. At the start of its


You cause a creature in range to perceive you as a next turn, the target sits down (becoming prone) and is
subjectively frightening memory. The target must succeed on incapacitated for the duration. The save automatically
a Wisdom saving throw or become frightened of you for the succeeds if the target is immune to being charmed.
duration. Whenever the frightened target ends its turn in a This effect ends immediately if the target or any of its allies
location where it can’t see you, it can repeat the saving throw, it can see are attacked or take damage. On a successful save,
ending the effect on itself on a success. You gain no the creature is unaffected, with no knowledge of your attempt
knowledge of the specific memory triggered in the target. to ensnare its will.
Incite Fury Fighting Words
1st-level telepathy
2nd-level telepathy

Psi Cost: 2 psi point


Psi Cost: 3 psi points

Manifesting Time: 1 action


Manifesting Time: 1 minute

Range: 60 feet
Range: 60 feet

Components: A
Components: A

Duration: Instantaneous
Duration: Concentration, up to 10 minutes

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155
You spend the manifesting time of this devotion conversing You stoke the rage of a creature you can see within range,
with one creature you can see within range. If the target causing it to attack relentlessly with no thought for its own
converses with you for the full manifesting time, it must safety. The target must make a Wisdom saving throw. On a
succeed on a Wisdom saving throw, or you insert in the failure, whenever the target makes a melee attack while you
target’s mind the urge to do violence against one creature you concentrate, any creature within 5 feet of the target can use a
name or describe to it. If the target sees that creature before reaction to make a melee attack against it. The target
the duration ends, it attacks the creature. If the target was automatically fails the saving throw if it is using a feature or
already hostile towards the creature, it attacks using ability that allows it to benefit from strong emotions of
weapons or magic. If the target is urged to attack a creature it aggression, rage, fury, or similar states of mind (as
was neutral or friendly towards, it will use unarmed strikes. determined by the DM).
Once the target attacks, it continues to do so for 1 minute, at
which point this power ends. Intellect Fortress
This devotion immediately ends if the target or any ally it 3rd-level telepathy

can see is attacked or takes damage from any creature other

than the one it has been incited against. The save Psi Cost: 5 psi points

automatically succeeds if the target is immune to being Manifesting Time: 1 action

charmed. On a successful save, the creature is unaffected, Range: Self (30-foot radius)

and has no inkling of your attempt to bend its will. Components: A

Duration: Concentration, up to 10 minutes

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

Duration: Concentration, up to 1 minute


Pandemonium

3rd-level telepathy

You create a telepathic field and emanate waves of rage and

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

Psi Cost: 5 psi points


Range: 60 feet
Manifesting Time: 1 action
Components: A

Range: 60 feet Duration: 1 minute

Components: O

Duration: Concentration, up to 1 minute

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You create a telepathic field and start a sensory feedback Insanity
loop, causing creatures in the area to believe they feel the 6th-level telepathy

pain that they inflict on you. For the duration, whenever a

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

immunities to psychic damage the creature might have. A Range: 60 feet


creature that suffers this damage believes it to be of the same Components: O

type they inflicted on you. Duration: Concentration, up to 1 minute

Intensify. When you spend extra psi points to manifest this

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.

The successes and failures don’t need to be consecutive; keep


Psi Cost: 7 psi points
track of both until the target collects three of a kind.
Manifesting Time: 1 action
If you maintain your concentration on this power for the
Range: 60 feet entire possible duration, the creature is rendered
Components: O
permanently insane. A permanently insane creature can't
Duration: Concentration, up to 1 minute
take actions, can't understand what other creatures say, can't

read, and speaks only in gibberish. Permanent insanity lasts


You create a telepathic field and coalesce it into an until removed by greater restoration, intensified
uncontrollable fear of betrayal, and it seeps into the mind of revitalization, psychic chirurgery, or similar magic.
one creature you can see within range. The target must
succeed on a Wisdom saving throw, or it must target its allies Mindflame
with attacks and other damaging effects for the duration of 7th-level telepathy

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

success. A creature is immune to this ability if it is immune to Manifesting Time: 1 action

being frightened. Range: 30 feet



Components: O

Duration: Instantaneous

You create a telepathic field and ignite it into translucent

purple flames of debilitating mental disruption. Choose any

number of creatures you can see within range. Each creature

with an Intelligence score of 4 or higher must make a

Charisma saving throw.

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On a failed save, a creature suffers an effect based on its
current hit points: Sixth Sense
50 hit points or fewer: suffer 1 level of exhaustion that is Your psionic power gives you a prescient sense that improves
removed after 1 minute your reflexive response to danger.
40 hit points or fewer: suffer 2 levels of exhaustion that Psychic Focus. While focused on this discipline, your
are removed after 10 minutes speed increases by 5 feet, and you have advantage on
30 hit points or fewer: paralyzed for 1 hour initiative checks. If you are surprised, you can spend 1 psi
20 hit points or fewer: killed instantly point to no longer be surprised.
Psychic Siphon Destiny Dissonance
8th-level telepathy
1st-level clairsentience

Psi Cost: 11 psi points


Psi Cost: 2 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 60 feet Range: Touch

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

or communicate in any intelligent way. It can, however,

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

throw, the power’s effects end. Components: O

This power’s effect on a target can also be ended by greater Duration: Instantaneous

restoration, heal, psychic chirurgery, wish, reality revision, or

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).

Psi Cost: 13 psi points


Discern Position
Manifesting Time: 1 action
1st-level clairsentience

Range: Self (20-foot radius)


Components: None
Psi Cost: 2 psi point

Duration: Concentration, up to 1 minute


Manifesting Time: 1 hour


Range: Self

You alter your telepathic abilities into a concentrated field of Components: A

psychic sympathy. For the duration, whenever you take Duration: Instantaneous

damage from a weapon attack, all creatures in the area take

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.

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You may target yourself with this power, learning where you Umbra Sight
are (useful if you find yourself lost or unexpectedly 1st-level clairsentience

transported). If you target yourself, you also gain the

knowledge of which plane of existence you are currently on. Psi Cost: 2 psi points

Manifesting Time: 1 action

Precognition Range: Touch

1st-level clairsentience
Components: O

Duration: 1 hour

Psi Cost: 2 psi points


Manifesting Time: 1 action


You grant yourself or a willing creature you touch the ability
Range: Self
to see in the dark. For the duration, the target has darkvision
Components: O
out to a range of 60 feet.
Duration: Concentration, up to 1 minute

Psychometric Touch
You open your mind to receive momentary insights from the 2nd-level clairsentience

future, improving your odds of success. Until your

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

minimum cost to manifest this devotion, you manifest it as a Components: A

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

from one of the options below:


Psi Cost: 2 psi point

Manifesting Time: 10 minutes


The race, gender, age, and alignment of the last owner of
Range: Self
the object (a creature in personal possession of the object
Components: A
for more than 7 days).
Duration: 1 hour
A vision of the last time the object was touched by

someone other than you or creatures you can see. The


You meditate deeply and contemplate on knowledge you vision is from the perspective of the object, as if it could
seek, pulling the information from the collective unconscious. see as well as a human, in any direction you choose, and
For the duration, you gain proficiency in one of the following lasts for 10 minutes, at the end of which the item was let
skills: Animal Handling, Arcana, History, Medicine, Nature, go.
Performance, Religion, or Survival.
Intensify. When you spend extra psi points to manifest this Whether the item is magical or not and, if it is, all of its
devotion, you may choose one additional skill to gain magical properties, as if you cast identify on it.
proficiency in for every 2 additional psi points spent beyond
the minimum cost. Touchsight
2nd-level clairsentience

Sudden Intuition

1st-level clairsentience
Psi Cost: 3 psi points

Manifesting Time: 1 action

Psi Cost: 2 psi points


Range: Touch

Manifesting Time: 1 reaction


Components: A

Range: Self
Duration: Concentration, up to 1 minute

Components: None

Duration: Instantaneous
You or a willing creature you touch gain the ability to perceive

even the most minute of vibrations through tactile senses.


When you fail an Intelligence check to recall any sort of lore For the duration, the target creature gains tremorsense with
(such as the kind covered by the Arcana, Religion, or Nature a radius of 30 feet.
skill), you may manifest this power to reroll the ability check
with advantage.

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Destiny Deluge You partially open your third eye, or the third eye of a
3rd-level clairsentience
willing creature you touch, granting the target a mystic sense

that allows it to perceive what would not normally be
Psi Cost: 5 psi points
possible. Until your concentration ends, the target can see all
Manifesting Time: 1 action
creatures, including hidden and invisible ones, regardless of
Range: Touch
lighting conditions.
Components: A, O
Intensify. If you spend 1 additional psi points when
Duration: Concentration, up to 1 minute
manifesting this devotion beyond its minimum cost, you

manifest it as a 4th level power, and you open the target
You touch a creature and show them all possible futures, creature’s third eye even wider, granting them this devotion’s
inundating them with more terrible knowledge than they can normal effects and allowing them to see through objects that
bear. The target must make an Intelligence saving throw. On are up to 1 foot thick within 30 feet of them.
a failure, the target takes 6d8 psychic damage and is stunned If you spend a total of 2 additional psi point when
for the duration. On a success, the target takes half damage manifesting this devotion beyond its minimum cost, you
and is not stunned. A stunned target can repeat the saving manifest it as a 5th level power, opening the creature’s third
throw at the end of each of its turns, and is no longer stunned eye completely, granting them this devotion’s 3rd and 4th-
on a success. level effects, plus truesight with a range of 30 feet for the
A target reduced to 0 hit points by this power is duration of the power.
unconscious but stable.
Intensify. When you spend extra psi points to manifest this Xenoglossy
devotion, the damage increases by 1d8 for each additional psi 3rd-level clairsentience

point spent beyond the minimum cost.

Psi Cost: 5 psi points

Sense Link Manifesting Time: 1 action

3rd-level clairsentience
Range: Touch


Components: A

Psi Cost: 5 psi points


Duration: 1 hour

Manifesting Time: 1 action


Range: 200 feet


You tap into the collective unconscious and gain the ability to
Components: A
understand any spoken or written language for the duration.
Duration: Concentration, up to 1 hour
In addition, for the duration, when you speak, all creatures

that can understand a language understand what you say,
You link your senses of sight and hearing to one willing regardless of what language you use.
creature you can see within range. While you concentrate,
you can see through the target’s eyes and hear what it hears, Discern Remote Viewing
gaining the benefits of any special senses that the target 4th-level clairsentience

might have. During this time, you are deaf and blind with

regard to your own senses. Psi Cost: 6 psi points

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)

you hear. Components: None

Intensify. If you spend 2 extra psi points beyond the Duration: Concentration, up to 1 hour

minimum cost to manifest this devotion, you manifest this

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

Psi Cost: 5 psi points

Manifesting Time: 1 action

Range: Touch

Components: O

Duration: Concentration, up to 1 minute

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Discern Teleport You perceive these events as if you were an unnoticed
4th-level clairsentience
bystander anywhere in the area, witnessing them as they

happened. Your “vision” of the event is lightly obscured, as if


Psi Cost: 6 psi points
by dim light or mist, but otherwise you view the event as
Manifesting Time: 1 action
though with truesight, detecting invisible creatures and
Range: Self (60-foot radius)
sensing the apparent and true form of magically disguised
Components: A
creatures. Additionally, you identify the primary emotion left
Duration: Concentration, up to 1 minute
by the event, such as terror, joy, or anger. You can perceive

events only within the limits of the area; your historical


While you concentrate, you can sense disturbances in the “vision” is completely obscured beyond this power’s radius.
fabric of reality, gaining knowledge about teleportation effects Your concentration ends early if you move from your space.
that occur within in range, whether you have line of sight to For every full 10 minutes that you concentrate, you perceive
the effect or not. When you sense a teleportation effect, you one historical event strong enough to leave psychic
know its direction of travel and a general indication of the impressions, starting with the most recent and then going
distance teleported (up to a hundred feet, hundreds of feet, backwards in time. You can sense historical events as far
miles, or interplanar). back as 500 years, assuming your concentration lasts long
Intensify. If you spend 3 extra psi points to manifest this enough to do so.
devotion, you manifest it as a 6th-level power, and you can
sense teleportation effects that have occurred in the area Remote Projection
within the hour prior to manifesting it. 5th-level clairsentience

Thought Projection Psi Cost: 7 psi points

4th-level clairsentience
Manifesting Time: 10 minutes

Range: Self

Psi Cost: 6 psi points


Components: O

Manifesting Time: 1 action


Duration: Concentration, up to 10 minutes

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

a Charisma saving throw, which is modified by how well you


You create a psychic projection within 60 feet of you, know the target and the sort of physical connection you have
hovering in the air. The projection lasts for as long as you to it. If a target knows you're manifesting this power, it can
concentrate and is invisible. It has normal vision and fail the saving throw voluntarily if it wants to be observed.
darkvision with a range of 60 feet and can look in all Knowledge Save Modifier
directions, and you mentally receive visual information from
it. As an action, you can move the projection up to 30 feet in Secondhand (you have heard of the target) +5
any direction. There is no limit to how far away from you the Firsthand (you have met the target) +0
projection can move, but it can’t enter another plane of Familiar (you know the target well) –5
existence.
A solid barrier blocks the projection’s movement, but it can Connection Save Modifier
pass through an opening as small as 1 inch in diameter.
Intensify. If you spend 1 additional psi point beyond the Likeness or picture –2
minimum cost, the projection you create can move through Possession or garment –4
solid objects, but can’t end its movement in one. If it does so, Body part, lock of hair, bit of nail, or the like –10
the power immediately ends.
Psychometric Sense On a successful save, the target isn't affected, and you can't
5th-level clairsentience
use this power against it again for 24 hours.

On a failed save, you create an invisible projection of


Psi Cost: 7 psi points
yourself within 10 feet of the target. You can see and hear
Manifesting Time: 1 action
through the projection as if it were your body. The projection
Range: Self (60-foot radius)
moves with the target, remaining within 10 feet of it for the
Components: A
duration. A creature that can see invisible creatures sees the
Duration: Concentration, up to 1 hour
projection as an indistinct, translucent humanoid

unrecognizable as you. Instead of targeting a creature, you


As you concentrate, you become sensitive to the psychic can choose a location you have seen before as the target of
impressions left by historical events in the area. Normal this power. When you do, the projection appears at that
everyday occurrences do not leave impressions strong location and doesn't move.
enough to sense, rather you perceive events with strong
emotional resonances, such as battles, weddings, murders,
and births.

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Prescient Warning Perfect Clarity
6th-level clairsentience
9th-level clairsentience

Psi Cost: 9 psi points


Psi Cost: 13 psi points

Manifesting Time: 1 reaction


Manifesting Time: 1 minute

Range: 60 feet
Range: Touch

Components: O
Components: None

Duration: Concentration, up to 1 hour


Duration: 8 hours

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

Psi Cost: 11 psi points


Manifesting Time: 1 action

Manifesting Time: 1 action


Range: Self

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

manifest this power, you may ask up to five questions to the

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

At the DM’s discretion, some answers might be so obscure Range: Self

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

on a DC 30 Intelligence check to pull the answer from the

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.

reduced to 0 until the beginning of your next turn. If you



manifest this devotion after you have moved on your turn, it

fails.

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162
Intensify. When you spend extra psi points to manifest this Sudden Step
devotion, the maximum distance you can teleport is 3rd-level psychoportation

increased by 20 feet for each additional psi point spent

beyond the minimum cost. Psi Cost: 5 psi points

Manifesting Time: 1 reaction

Nomadic Slingshot Range: Self

2nd-level psychoportation
Components: O

Duration: Instantaneous

Psi Cost: 3 psi points


Manifesting Time: 1 reaction


When you are hit by an attack, you manifest this devotion to
Range: Self
suddenly teleport out of the way of danger. The triggering
Components: O
attack misses you, and you teleport up to 10 feet to an
Duration: Instantaneous
unoccupied space you can see.

You create a temporary imprint of your location in the fabric Nomadic Recall
of reality, and instantaneously return to it. 4th-level psychoportation

At the start of your turn, you can use your reaction to

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

occupied before teleporting, unless it is now occupied or on a Components: A, O

different plane of existence. Duration: 8 hours

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

next 8 hours, whenever another ability or effect allows you to


Psi Cost: 3 psi points
teleport to a destination, you can instead teleport to the
Manifesting Time: 1 reaction
singularity, regardless of the normal range of the teleport
Range: 60 feet
allowed by the other effect, and regardless of whether you
Components: O
can see the singularity or not.
Duration: Instantaneous
Intensify. If you spend 1 additional psi point beyond the

minimum cost to manifest this devotion, you manifest it as a


You store your potential energy to swap dimensional 5th level power and you can take up to six additional willing
coordinates with an ally. If you have not yet moved on your creatures with you when you teleport to the singularity,
turn, you may choose one willing ally you can see within assuming all targets were also affected by the other ability or
range. You and that ally teleport, swapping places, and your effect that allowed you to teleport.
speed is reduced to 0 for the remainder of your turn. If you
manifest this devotion after you have moved on your turn, or Nomadic Travel
if either you or the target ally can’t fit in the destination space, 4th-level psychoportation

it fails.

Psi Cost: 6 psi points

Baleful Transposition Manifesting Time: 1 action

3rd-level psychoportation
Range: 60 feet

Components: O

Psi Cost: 5 psi points


Duration: Instantaneous

Manifesting Time: 1 action


Range: 120 feet


You and up to six willing creatures of your choice that you
Components: O
can see within range teleport up to 1 mile to a spot you can
Duration: Instantaneous
see. If there isn’t an open space for all the targets to occupy at

the arrival point, this ability fails and is wasted.


You instantly swap dimensional coordinates with a creature Intensify. When you spend extra psi points to manifest this
you can see within range. That creature must make a devotion, the maximum distance you can teleport is
Charisma saving throw. On a failed save, you and that increased by 1 mile for each additional psi point spent
creature teleport, swapping places. This ability fails and is beyond the minimum cost.
wasted if either of you can’t fit in the destination space.

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Nomadic Doorway Intensify. When you spend extra psi points to manifest this
5th-level psychoportation
devotion, the damage increases by 1d10 for each additional

psi point spent beyond the minimum cost.
Psi Cost: 7 psi points

Manifesting Time: 1 action


Prescient Shot
Range: 1 mile
1st-level clairsentience

Components: A, O

Duration: Concentration, up to 1 hour


Psi Cost: 2 psi points


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

devotion, the maximum distance you can teleport is

increased by 1 mile for each additional psi point spent Psi Cost: 2 psi points

beyond the minimum cost. Manifesting Time: 1 action

Range: 60 feet

Components: A

True Shot Duration: Concentration, up to 1 round

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

advantage. Psi Cost: 3 psi points

Assess Foe Manifesting Time: 1 bonus action

1st-level clairsentience
Range: Self


Components: O

Psi Cost: 2 psi points


Duration: Concentration, up to 10 minutes

Manifesting Time: 1 bonus action


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

sleep. To gain the benefits of a long rest, you can spend 8


As part of making a ranged weapon attack with a ranged hours engaged in light activity.
weapon you touch, you may manifest this power to imbue the
weapon’s fired ammunition with a psychokinetic charge that Ablative Hide
seeks the mind of an intelligent target. 1st-level psychometabolism

If the target of your ranged weapon attack has an

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

degrees in order to bypass total cover (for example, firing Components: O

around a corner, or over a wall) provided that you are aware Duration: Instantaneous

of the target’s presence.

When you are hit by an attack, you can instantly transmogrify


Ranged Combat Prescience the outer layer of your skin into a dense metamaterial that
3rd-level clairsentience
absorbs the impact before flaking away. You gain a +3 bonus

to AC until the start of your next turn. This bonus applies


Psi Cost: 5 psi points
against the triggering attack.
Manifesting Time: 1 bonus action
Intensify. When you spend extra psi points to manifest this
Range: Self
devotion, the bonus to AC increases by 1 for each additional
Components: A, O
psi point spent beyond the minimum cost.
Duration: Instantaneous

Acclimatize
You enhance your combat senses, allowing you to exploit 1st-level psychometabolism

opportunities you wouldn’t see otherwise. As part of the

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

Impaling Shot Components: A

3rd-level psychokinesis
Duration: 1 hour

Psi Cost: 5 psi points


You or a creature you touch ignores the effects of high
Manifesting Time: 1 action
altitude, aquatic pressure, and extreme heat or cold (but not
Range: Self
cold or fire damage) for the duration.
Components: O

Duration: Instantaneous
Body Adjustment

1st-level psychometabolism

You line up an impossible shot that pierces through every

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

manifest this power, the power fails. Components: A, O

When you manifest this power, you make one ranged Duration: Instantaneous

weapon attack, and compare the result against the AC of

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.

DARK SUN | PSIONICS


165
Body Equilibrium Quick Burst
1st-level psychometabolism
1st-level psychometabolism

Psi Cost: 2 psi points


Psi Cost: 2 psi point

Manifesting Time: 1 reaction


Manifesting Time: 1 reaction

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

spider’s web or a thin sheet of ice) without sinking or


breaking the surface. Additionally, you gain a climbing speed Stomp
equal to your walking speed for the duration. 1st-level psychometabolism

Iron Endurance Psi Cost: 2 psi points

1st-level psychometabolism
Manifesting Time: 1 action


Range: Self (15-foot cone)

Psi Cost: 2 psi point


Components: A

Manifesting Time: 1 action


Duration: Instantaneous

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

Psi Cost: 2 psi point


Range: 60 feet

Manifesting Time: no action


Components: O

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.

DARK SUN | PSIONICS


166
Energy Adaptation You touch a creature and assimilate their life force and
3rd-level psychometabolism
matter into your body. The target must make a Constitution

saving throw. On a failed save, the target takes 7d6 + 20 force


Psi Cost: 5 psi points
damage and you gain temporary hit points equal to half the
Manifesting Time: 1 action
damage dealt. If this damage reduces the target to 0 hit
Range: Touch
points, the target is completely assimilated.
Components: A
A completely assimilated creature dies and its entire body,
Duration: Concentration, up to 1 hour
including everything it is wearing and carrying, except magic

items, is broken down and absorbed entirely into your body.


You or a creature you touch gains resistance to cold, fire, The creature can be restored to life only by means of true
lightning, or thunder damage (your choice) for the duration. resurrection, reality revision, or similar magic.
Intensify. If you spend 2 additional psi points when When you completely assimilate a creature, your hit point
manifesting this devotion beyond its minimum cost, you maximum increases by 2 for every hit die the target creature
manifest it as a 5th level power, and the target creature possessed. Additionally, you gain a semblance of the
instead gains immunity to cold, fire, lightning, or thunder creature’s form, granting you advantage on ability checks to
damage (your choice) for the duration. impersonate it. Both of these effects last until you finish a
long rest.
Mind Over Matter This power has no effect on undead or constructs.
4th-level psychometabolism
Intensify. When you spend extra psi points to manifest this

devotion, the damage increases by 1d6 for each additional psi


Psi Cost: 6 psi points
point spent beyond the minimum cost.
Manifesting Time: 1 action

Range: Self
Body Rejuvenation
Components: O
6th-level psychometabolism

Duration: Concentration, up to 1 minute


Psi Cost: 9 psi points

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

gain a +1 bonus to your Armor Class and resistance to Components: A, O

bludgeoning, piercing, and slashing damage. Duration: 1 hour

Realized Potential You induce a supernaturally effective healing state in your


4th-level psychometabolism
body. You regain 30 hit points. For the duration of the power,

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

duration of this power, whenever the target makes an ability

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

this power disappear when your concentration ends. Components: A

Duration: Until dispelled or dismissed

Assimilate

5th-level psychometabolism
You descend into a meditative trance so deep your body

enters suspended animation. While in this trance you are


Psi Cost: 7 psi points
paralyzed, but are resistant to all damage and immune to
Manifesting Time: 1 action
poison and disease (although a poison or disease already in
Range: Touch
your system is suspended, not neutralized), and you cease to
Components: O
age. Additionally, while you meditate, divination and
Duration: Instantaneous
clairsentience effects do not recognize that you exist, and are

unable to target you.

DARK SUN | PSIONICS


167
For the duration of this power, you are aware of your When you and the original creature separate, you share the
surroundings, but perceive time differently. Events rapidly amount of damage inflicted on the fused being between you,
progress around you, such that every actual year passing as well as expended resources, such as psi points spent or
feels like a day to you. This makes it next to impossible to spell slots used (subtracting evenly from both creatures if
communicate with you, even telepathically, without they share the same resources, or completely from one
extraordinary measures. creature if it is the only one with such a resource).
If you attempt to rouse yourself from your mediation and If a fused creature is killed, it separates back into you and
dismiss this power, it takes you 1 minute to do so. If you have the original creature, both of whom are at 0 hit points, but
taken damage, you can attempt to instantly rouse yourself by alive and stable.
making a Constitution saving throw against your own power
save DC. On a success, you dismiss this power at the end of Impervious Self
your next turn after having taken damage. 9th-level psychometabolism

If your verve psychic focus is dispelled, you rouse instantly

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.
DARK SUN | PSIONICS
168

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