Psion Power Manifestation Psionics
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Level Proficiency Bonus Power Points Features Talents Powers Max Power Level 1st +2 4 Power Manifestation, Augmentation 3 2 1st 2nd +2 7 Psionic Discipline 3 3 1st 3rd +2 14 -- 3 5 2nd 4th +2 17 Ability Score Improvement 4 6 2nd 5th +3 27 -- 4 8 3rd 6th +3 32 Psionic Discipline Feature 4 9 3rd 7th +3 38 -- 4 11 4th 8th +3 44 Ability Score Improvement 5 12 4th 9th +4 57 -- 5 14 5th 10th +4 64 Psionic Discipline 5 15 5th 11th +4 73 -- 5 17 6th 12th +4 78 Ability Score Improvement 5 18 6th 13th +5 83 -- 6 20 7th 14th +5 89 Psionic Discipline Feature 6 21 7th 15th +5 94 -- 6 23 7th 16th +5 100 Ability Score Improvement 6 24 8th 17th +6 107 -- 6 26 8th 18th +6 114 Psionic Control 6 27 8th 19th +6 123 Ability Score Improvement 6 29 9th 20th +6 133 Signature Power 6 30 9th Psion Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream. You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many. Power Manifestation As one who has honed their mental strength beyond the perceived limits of the mind, you manifest psionic powers, which are similar to spells, but are quite different. Some spellcasters have managed to create a small bridge between the two in psychic spells, but you, unlike they, use the power of the brain to its true potential. Psionics Psionics are psionic devices, psychic creatures, and various mysteries of the mind. Mental: A chime rings in the heads of creatures within Class Features 15 feet Hit Points Olfactory: The manifester emits an odor that can trigger Hit Dice: d6 very brief memories Hit Points at 1st Level: 6 + your Constitution Modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per Psion level above 1st Power Point Cost Proficiencies Armor: None Power Level Point Cost Power Level Point Cost 1st Weapons: All simple weapons 2 5th 7 Tools: None 2nd 3 6th 9 Saving Throws: Intelligence, Wisdom 3rd 5 7th 10 Skills: Choose two from Arcana, Investigation, 4th 6 8th 11 Insight, History, and Perception 9th 13 Equipment • - (a) a quarterstaff or (b) dagger Extrasensory Perception - (a) a scholar’s pack or (b) explorer’s Starting at 1st level, as an action you can spend any pack number of Power Points. You focus your awareness on - Any simple weapon the region around you. For 1 minute, you can sense the Talents location and number of creatures that are present within At 1st level, you know three talents of your 1000ft per Power Point spent of you, but do not learn choice. As you level up, you gain additional talents any other information about the creatures. of your choice as seen in the Psion table. • Augmentations Psionic Power Psions gain the ability to augment their powers with the You manifest Psionic Powers much like a Sorcerer flexibility of their mind. You may use any augments if or Wizard casts spells, but instead of using spell you meet the requirements. You gain an additional slots, you use Power Points. The number of Power augmentation based on your archetype. You may use Points you have at each level is shown in the Psion your augments a total number of times equal to your table. You regain your Power Points at the end of a Proficiency bonus. You regain all uses when you finish a Long Rest. short or long rest. Power Saving Throw DC = 8 + your Proficiency • Bonus + your Intelligence Modifier Mind Sight Power Attack Modifier = your Proficiency Bonus + When you make an insight check you may gain advantage your Intelligence Modifier on that check. • Mind Link Powers Known You can use your action to touch a willing humanoid, You have a specific number of Powers Known, and and perceive through its senses until the end of your you gain Powers Known as you level up as detailed next turn. As long as the creature is on the same plane in the Psion table. Whenever you level up, you can replace one Power with any Power you can learn. of existence as you, you can use your action on subsequent turns to maintain this connection, extending Rules of Power Manifestation the duration until the end of your next turn without Psionic Powers manifest in a manner similar to spending a Power Point. While perceiving through the casting spells. Instead of gaining a number of spell other creature’s senses, you benefit from any special slots to cast, you gain a pool of Power Points instead. senses possessed by that creature, and you are blinded and deafened to your own surroundings. Each power has a point cost based on its level. You expend a number of Power Points to use a power of • Teleportation a given level. The Power Point Cost table Prerequisite: Psychoportation summarizes the cost of Power Points of powers from 1st to 9th level. Talents don’t require points As a bonus action you may spend 2 Power Points to You can't reduce your Power Point total to less than teleport yourself from your current location to any other 0, and you regain all spent spell points when you spot within 30 feet. You can bring along objects as long finish a long rest. as their weight doesn’t exceed what you can carry. You cannot arrive in a place already occupied by an object or Powers of 6th level and higher are particularly a creature. taxing cast. You can use Powers points to use one • Telepathic power of each level of 6th or higher between long Prerequisite: Telepathy rests. Psionic Powers do not require any spell You gain the ability to speak to the minds of other components, but instead have various harmless creatures. You can communicate telepathically with any displays. Which displays are shown are dependent creature you can see within 30 feet of you. You don’t on the spell, but the default displays of each type are: need to share a language with the creature for it to understand your telepathic utterances, but the creature Visual: The manifester’s eyes glow with psionic fire must be able to understand at least one language. Auditory: A deep hum that can be heard from 100 feet away is echoed Material: The manifester or area is thinly coated with a translucent, shimmering substance. • Mind Shield • Fire Mind As a reaction, when you are targeted by a spell that forces you to Prerequisite: Pyrokinesis make a spell save. A mental barrier appears and protects you. As an action you may set fire to any flammable object Until the start of your next turn, add your intelligence modifier to or creature within 60 ft. If the object is being held by a all spell saves you make. creature or you target a creature, it must make a Dexterity saving throw against your Power save. On a • Mind Blade failed save the item catches fire or the creature, and As a bonus action, you create a semisolid blade 1 foot in length the creature must make a Dexterity save or receive composed of psychic energy. As long as you hold the blade, it is 1d10 fire damage. The damage increases to 2d10 at identical in all ways (except visually) to a short sword and deals 5th level, to 3d10 at 11th level, and to 4d10 at 17th (1d8 + Intelligence modifier) force damage. The moment you level. relinquish your grip on the blade, it dissipates. • Telekinesis Prerequisite: Psychokinesis As an action you may exert your will on one object within 60 feet. You can exert fine control on objects with your telekinetic grip such as a simple tool, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. If the object isn’t being worn or carried, you may move it up to 30 feet in any direction each turn. The object cannot weight more than 5 pounds. • Energy Crystal Prerequisite: Metacreativity As an action you can create a 1 lb. psychic crystal the size of your fist. The crystal is self-aware but bound to you, having a telepathic link with you. It always hovers within 5 feet of you unless you use your action to direct it. When directing it, you can see objects within 30 feet of the crystal as if using standard sight. You can also touch the Energy Crystal while manifesting a touch Power to have it deliver the Power to a creature within 10 feet of it as an action. The Energy Crystal is always destroyed by a single damaging attack. You may only have one crystal at a time. • Meditation Prerequisite: Psychometabolism As a bonus action you can spend any number of Power Points. For every power point spent you can increase your Strength, Dexterity, or Constitution score by 1 to a maximum of 20. This effect lasts for 10 minutes and requires concentration. • Mind’s Eye Prerequisite: Clairsentience As an action you can spend 1 Power Point to create an invisible sensor within 60 feet in a location familiar to you (a place you have visited or seen before), or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).