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 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 - (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: 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: 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: 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). The sensor remains in place for 10 minutes, it can't be attacked or otherwise interacted with and requires concentration. When you create the sensor you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Psionic Discipline • Limiter Removal At 2nd level, you choose one of the seven styles of You can manifest a power as if it were one higher manifestation, Clairsentience, Metacreativity, level than it actually is. You raise the psionic power Psychokinesis, Psychometabolism, Pyrokinesis, one higher level than normal (up to 9th level) and Psychoportation, and Telepathy. Depending on increase the effective level of which one you choose, you gain various benefits at the power that it modifies. All effects dependent on 2nd, 6th, 10th, and 14th levels. power level (such as saving throws, damage dealt, duration, range, and the ability to penetrate a globe Ability Score Improvement of invulnerability) are calculated according to the At 4th, 8th, 12th, 16th, and 19th levels, you can add new level. Limiter removal is used after spending 2 points to any ability or add 1 point to two abilities Power Points to determine the level of the power. with a limit of 20 points in each ability score. Limiter removal does not add to the total point cost of a power and ignores maximum power level Psionic Control requirements. At 18th level, you can choose 3rd-level Psionic Power that you know. Whenever you manifest this Power at their given level, you do not expend any Power Points.

Signature Power Once you are 20th level, you have gained a mastery over two destructive powers. Choose one 6th-level or lower Power that you can learn or already know. When you manifest that power for the first time after a long rest, it does not expend any Power Points. This Power does not count against your Powers Known, and if you already that Power you chose as your Signature Power, you can exchange it for any spell that you can learn. Psionic Disciplines Once you choose your Psionic Discipline, focusing on different aspects of the power of the mind, you gain various benefits. All Psionic Disciplines grant the added effect of reducing the Power Point cost of any Power that is part of the Discipline by 1. Metacreativity Eternal Flame You are a master of sculpting from the Astral Plane, shaping it into various objects and At 14th level as a bonus action you may spend 2 creatures. Power Points to concentrate on your Fire Mind with your will. The next time you use Fire Mind targets Astral Construct damaged by Fire Mind must make a Dexterity saving At 2nd level, you may use the Energy Crystal throw. On a failed save they are set on ablaze taking augment. As an action you can spend 2 power half the initial damage dealt at the start of your turn. points to transform your Energy crystal into a Small They will continue to be subjected to this effect as Astral Construct. You control the constructs actions long as you maintain concentration. Objects set afire and it acts on the same initiative as you. This shape by your Pyrokinesis do not stop burning under any lasts for 1 hour before disappearing or until it’s hit condition, as long as you are within 60 ft and have points drop to 0. When the Astral Construct's hit line of sight. points drop to 0 it transforms back into an Energy Crystal. The stats of Astral Constructs are given at Psychokinesis the end of this document. You have long studied the art of blasting things into the ground with your sheer brainpower, and because World Shaper of this, you can augment your destructive capabilities At 6th level when you use the Energy Crystal even further. augment, as an action you may instead manifest Psionic Creation without using any Power Points. Force Push Greater Construct At 2nd level you may use Telekinesis augment. When you use Telekinesis as an action you may spend 1 At 10th level, you can spend 3 Power Points to Power Point. Choose one object weighing 1 to 5 transform your Energy Crystal into four Small Astral pounds within range that isn’t being worn or carried. Constructs or one Medium Astral Construct when The object flies in a straight line up to 90 feet in a you use the Astral Construct feature. direction you choose before falling to the ground, Construct Mastery stopping early if it impacts against a solid surface. If At 14th level, you can spend 4 Power Points to the object would strike a creature both the object and transform your Energy Crystal into one Large Astral the creature or solid surface take 2d6 bludgeoning Construct. damage. The damage increases to 3d6 at 5th level, to 4d6 at 11th level, and to 5d6 at 17th level. Pyrokinesis Psionic Crush You have refined your psychic ability allowing you to At 6th level when you use Telekinesis you may spend create and control fire with your mind. any number of Power Points (up to your Intelligence Flare modifier) to concentrate on one creature instead. The target must make a Strength saving throw. On a failed At 2nd level you may use the Fire Mind Augment. save, the target takes 1d12 force damage for every You may spend a number of Power Points up power point spent and is restrained by psychic forces to your proficiency bonus, to increase the damage until the end of your next turn. As an action, you can of Fire mind by 1d10 for each point spent when use your mind to crush the restrained target, who you manifest the augment. must make a Strength saving throw. It takes 1d12 force damage for every power point spent on a failed Wild Fire save, or half as much damage on a successful one. At 6th level your Fire Mind targets an area in a 5ft Mind Lift sphere instead of a single target. You may spend any At 10th level when you use Telekinesis you can move number of Power Points to increase the radius by 5ft a heavy object or creature. You can spend any number for every additional Power Point you spend. of Power Point's and for each point spent increase the Nova Heat size of creature you may attempt to move by one (starting at tiny then small). Make an ability check At 10th level your Fire Mind ignores resistance to with your Power saving throw contested by the fire and deals half damage to targets immune to fire. creature’s Strength check. If you win the contest, you In addition you may set stone and metal on fire and move the creature up to 30 feet in any direction, they burn as easily as wood. You also gain resistance including upward but not beyond the range of to fire damage. Telekinesis.

Nomad - Psychoportation Training to move objects through space and time, you can control your surroundings with little to no effort. Dimension Swap At 2nd level, by spending 2 Power Points, you mayswap the locations of any two creatures or objects within 100 feet of you as an action. If no unoccupied space is available within that range, they appear in the nearest unoccupied space (chosen at random if more than one space is equally near). Until the end of your next turn, the creature is Temporal Shift restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent By 14th level, when you use Teleportation you may rounds, you can spend use your action to attempt spend 3 additional power points. If you do, you can to maintain your telekinetic grip on the creature by instead target yourself or a creature within 60 feet of you. If used on a creature it must make an Intelligence repeating the contest. You can affect only the same saving throw. On a failed save or if targeting yourself, creature round after round. you or the creature vanish from your current plane of If you try to move an object or use Force Push, for existence and appear in the Etheral Plane. At the start each power point spent increase the weight of an of you next turn, if you are on the Etheral Plane, you or object you can lift by 200 pounds. If the object isn’t the creature return to an unoccupied space of your being worn or carried, you automatically move it choice that you can see within 30 feet of the space the up to 30 feet in any direction, but not beyond the target vanished from. If no unoccupied space is range of this Power. If the object is worn or available within that range, they appear in the nearest carried by a creature, you must make an ability unoccupied space (chosen at random if more that one check with your Power saving throw contested by space is equally near). While on the Ethereal Plane, that creature’s Strength check. If you succeed, you you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see pull the object away from that creature and can anything more than 60 feet away. You can only affect move it up to 30 feet in any direction but not and be affected by other creatures on the Ethereal beyond the range of this spell. You may Plane. Creature that aren't there can't perceive you or manipulate only the same object round after interact with you, unless they have the ability to do so. round. Clairsentience Psionic Barrier As a disciple of the art of reading the world around you At 14th level, when you use Telekinesis you can like a book, you gain glorious insight into many things. spend 3 Power Points and concentrate to A Psion whose primary discipline is Clairsentience is surround yourself with a barrier of mental energy. called a seer. The barrier shields you, providing you with half Grand cover against attacks lasting until the start of your At 2nd level, you may use the Mind's Eye Augment. next turn. Creatures that attempt to move within While concentrating on your minds eye, as an action 10 feet of you must make a Strength saving throw. you may spend any number of Power Points. You can On a failed save they cannot move toward you. On move the eye up to 30 feet in any direction for each a pass they move through the barrier, but that power point spent. There is no limit to how far away from you the eye can move, but it can’t enter another space is difficult terrain for the creature. plane of existence. A solid barrier blocks the eye’s Psychoportation movement, but the eye can pass through an opening as small as 1 inch in diameter Training to move objects through space and time, Thought you can control your surroundings with little to no Once you reach 6th level, you passively see into the effort. future at all times. You are constantly aware of what Dimension Swap is about to pass. You gain advantage when rolling initiative. At 2nd level, you may use the Teleportation Augment. When you use Teleportation you may Psychic Sight spend an additional Power Point. If you do, you At 10th level, when you use Mind's Eye you can spend may target any two creatures or objects that you an additional 2 Power Points. If you do, you can see can see within 30 feet of you instead. If you target and hear a particular creature you choose that is on the a creature, it must make a Dexterity saving throw. same plane of existence as you. The target must make On a failed save swap the locations of the targets. a Wisdom saving throw. On a successful save, the target isn’t affected, and you cannot observe it again for Space Warp 24 hours. On a failed save, you use Mind's Eye within At 6th level, when you use Teleportation or 10 feet of the target. The sensor moves with the target, Dimension Swap you may spend any number of remaining within 10 feet of it for the duration. Instead additional Power Points. Increase the range by 60 of targeting a creature, you can choose a location you have seen before as the target. When you do, you use feet for each point spent. Mind's Eye at that location. Slow Field Hypercognition Starting at 10th level, when you use Teleportation At 14th level, you gain a powerful sixth sense in you may spend 2 additional power points. If you relation to yourself. You receive instantaneous do, you may instead using both your action and warnings of impending danger or harm. Thus, you bonus action, slow down time within a sphere 30 would be warned in advance if a rogue were about to feet in diameter in a location you choose within 90 attempt a sneak attack on you, or if a creature were feet of you for 1 minute. Creatures within the about to leap out from an unexpected direction, or if an attacker were specifically targeting you with a power, sphere move at half speed and have disadvantage spell, or ranged weapon. You are never surprised and on attack rolls and Dexterity Saving Throws, and have advantage on Dexterity saving throws against can't use reactions while within the sphere. traps and spells. Psychometabolism Mind Fortress You are an expert in changing shapes with your mind. At 10th level, your thoughts can’t be read by telepathy Whether it is for healing or horribly maiming, you can or other means unless you allow it. You also have get it done. Flesh Barrier resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature At 2nd level, you may use the Meditation augment. takes the same amount of damage that you do. while you are concentrating on Meditation you manipulate the form of your body, strengthing it with Assume Control your mind. While you are not wearing any armor and At 14th level, you gain the ability force your own concentrating on Meditation, your Armor Class equals 10 + your Dexterity modifier + your Intelligence psyche onto another humanoid. When you modifier. telepathically communicate with a humanoid, you Shape Changer may attempt to assume control of their mind. It must succeed on a Wisdom saving throw or fall under your th By 6 level as an action, while you are concentrating control. You have a telepathic link with it as long as on Meditation you can spend 1 additional Power the two of you are on the same plane of existence. You point. If you do, you can use your action to assume the shape of a humanoid you have seen before. You can use this telepathic link to issue your action to take can transform into a humanoid with a challenge rating total and precise control of the target. as high as your Psion level divided by 3, rounded You can see through its eyes and hear through its ears down. You cannot use their swim speed. You do not as if you were in its space. During this time you can gain any spellcasting feature from your new form. You also cause the creature to use a reaction, but this may still use powers. requires you to use your own reaction as well. Each Shifting Form time the target takes damage, it makes a new Wisdom At 10th level as an action, while you are concentrating saving throw against the effect. If the saving throw on your Meditation, you may spend 1 Power Point succeeds, the effect end’s and the humanoid becomes and use Alter Self as a power. immune to this feature for 24 hours. On your turn as a Psychic Vampire bonus action, you can switch from using its senses to Starting at 14th level while you are concentrating on using your own, or back again. While you are using its Meditation you can spend 3 Power points. For the senses, you are blinded and deafened in regard to duration when you perform a melee spell attack from your own surroundings. The creature cannot take any a power or talent, you deal extra Psychic damage actions and remains stationary while you are not equal to (your Intelligence modifier + Proficiency assuming direct control. The humanoid regains bonus) and heal for half the damage dealt (rounded down). control of its mind after 1 hour. You cannot use this Telepathy feature again until you finish a long rest. You can transmit thoughts through space, alter the thoughts of others, or even invade their mind with your own, since you are the smart one who decided to focus on Telepathy.

Thought Conduit Psionic Powers List At 2nd level, you may use the Telepathy augment. You may spend one Power Points when you use Talents Telepathy. If you do, for 1 hour you can use Telepathy Catfall through walls and the range is increased to 120 feet. Control Light Consciousness Eraser Create Sound Crystal Shard At 6th level, when you telepathically communicate with a creature you can erase their minds. As an Dissipating Touch action, you can spend 1 Power Points to force a Energy Ray creature to make a Wisdom Saving Throw against Missive your Power Save DC. On a failed the creature’s My Light memory from the last hour is erased and the creature Skate Synesthete takes no action until the end of your next turn. This Telempathy effect is canceled if the creature receives magical Touch Aflame healing. Succeeding on the Wisdom Saving Throw renders a target immune to this effect for 24 hours. 1st-Level Powers Defensive 4th-Level Powers Precognition Sight Detect Psionics Correspond Intellect Disable Fortress Empathy Fire Lash Mindwipe Force Screen Personality Parasite Mind Thrust Psionic Dimension Door Offensive Psionic Divination Precognition Wall of Ectoplasm Red Dragon Breath OffensivePrescience 5th-Level Powers Psionic Grease Adapt Body Psionic Identify Catapsi Vigor Ectoplasmic Shambler 2nd-Level Powers Psionic Creation Biofeedback Fire Walk Body Equilibrium Bolt of Fire Cloud Mind Concussion Blast Ego Whip Energy Adaptation Energy Push Id Insinuation Inflict Pain Mass Missive Psionic Levitate Sustenance Swarm of Crystals

3rd-Level Powers Body Adjustment Dispel Psionics Energy Burst Energy Wall Eradicate Invisibility Flaming Weapon Psionic Blast Share Pain Telekinetic Force Telekinetic Thrust Time Hop Ubiquitous Vision Psychic Crush Display: Auditory, Material, and Visual Tower of Iron Will Duration: Instantaneous You target one creature with Psionic or psychic ability. It 6th-Level Powers must perform an Intelligence Saving Throw. On a failure, Breath of the Black Dragon you remove the creature’s Psionic or psychic ability and Fuse Flesh any other mystical effects that might come from such Psionic Disintegrate ability permanently. On a successful save, the creature’s Psionic True Seeing capabilities are only removed for one hour. Retrieve Suspend Life Assimilate Temporal Acceleration 9th-Level Psychometabolism Manifesting Time: 1 action 7th-Level Powers Range: Touch Decerebrate Display: Auditory Visual Energy Conversion Duration: Instantaneous Energy Wave Your finger becomes dark grey and has a bizarrely alien Insanity glow. When you strike a creature they must make a Moment of Prescience Constitution saving throw. On a failed save your touch Phase Door deals 20d6 psychic damage. On a success, the creature takes Psionic Phase Shift half damage. If the creature is killed by this Power, they are Sequester assimilated by your form, healing you for half of the damage dealt and regenerating any lost limbs or 8th-Level Powers extremities. Iron Body Mind Blank Aura Sight Shadow Body 4th-Level Clairsentience True Metabolism Manifesting Time: 1 action Range: Personal 9th-Level Powers Display: Visual Apopsi Duration: Up to 10 minutes with Concentration Assimilate Once this Power is manifested, you are able to see the Bend Reality Microcosm moro-ethical auras of all creatures within 60 feet of you, Heat Death showing you what their alignment, with particularly strong ones standing out. Aberration, Celestial, Elemental, Fey, Adapt Body Fiend, or Undead creatures are instantly identified as such. 5th-Level Psychometabolism Unaligned creatures have no aura. Manifesting Time: 1 action Range: Personal Bend Reality Display: Visual 9th-Level Clairsentience Duration: 1 hour Manifesting Time: 1 action After you manifest this Power, your body automatically Range: None adjusts to hostile environments, allowing you to take no Display: Visual environmental damage, ignore the need to breathe, and can Duration: Instantaneous travel through liquid environments with ease. Manifesting This power functions very similar to Wish when this as a 6th Level Power increases the duration to 8 hours, manifested. This can be used to manifest any Psionic Power while manifestation as a 7th Level Power increases the of 8th level or lower without any other Display. It can also duration to 24 hours. be used to duplicate various other effects listed below: - Delete any non-living or non-magical mass no Apopsi more than 500 feet in any dimension. This can be 9th-Level Telepathy used to carve out tunnels, buildings, or other Manifesting Time: 1 action structures. Range: 50 ft - Alter the results of any roll within the past hour to your preferred results. - Undo the effects of Powers such as Microcosm. - Any reasonable effect allowed by the DM. Be warned, your DM may turn your Bend Reality against you, so be careful what you use this for. Biofeedback 2nd-Level Psychometabolism Manifesting Time: 1 action Catapsi Range: Personal 5th-Level Telepathy Display: Material and Visual Manifesting Time: 1 action Duration: Up to 1 minute with Concentration Range: Self (30 ft sphere) This Power grants you an incredibly tough body by Display: Mental and Visual rearranging your muscles and organs into a more perfect Duration: Up to 1 minutes with Concentration formation. While this Power is active, you gain advantage You broadcast mental white noise to any creature within on Constitution and Strength Saving Throws and a +1 bonus to AC. Manifesting this as a 3rd-Level Power range, disrupting the Concentration of any creature who increases the duration to 10 minutes, while manifestation fails a Wisdom Saving Throw, with any creature who as a 4th-Level Power increases the duration to 1 hour. Any makes the save having to repeat it every round that this is further augmentation of this power has no effect. still in effect. Any creature other than you that attempts to manifest a Power must also succeed on a Wisdom Saving Body Adjustment Throw or fail at manifesting the Power. 3rd-Level Psychometabolism Manifesting Time: 1 action Catfall Range: Touch Psychoportation Talent Display: Auditory and Material Duration: Instantaneous Manifesting Time: 1 reaction Twisting the insides to clog wounds, patch arteries, and Range: Personal really work out those cramps, you heal a creature for 8d4 + Display: Auditory your intelligence modifier. For every Power Level above Duration: Until Landing 3rd you manifest this Power as, you heal another 2d4. You can use this Talent in the air if jumping or falling from a great height. No matter what, you land on your feet when Body Equilibrium you land and damage that you would have taken from the 2nd-Level Psychometabolism fall is reduced as if the fall was 20 feet shorter. Manifesting Time: 1 action Range: Personal Cloud Mind Display: Material and Visual 2nd-Level Telepathy Duration: Up to 10 minutes with Concentration You readjust your center of gravity with you brain, Manifesting Time: 1 action allowing you to walk at normal speed on any liquid, Range: 60 feet slippery surface, or weak solid without falling or slipping. Display: None Fall damage is also halved while using this power. Duration: Up to 10 minutes with Concentration Target one creature that you can see within range when you Bolt of Fire manifest this Power. This creature cannot perceive you in 2nd-Level Pyrokinesis any way. Any actions you make that do not affect it, but Manifesting Time: 1 action any major actions, such as those that create obvious effects Range: 60 feet like attacking a nearby creature, making a loud sound, or Display: Auditory manifesting a power, then the creature may make a Duration: Instantaneous Wisdom Saving Throw, and if they succeed, the Power no You can launch a bolt of psionically manifested fire at a longer has any effect on the creature. The creature may also target. This power is treated as a ranged spell attack and deals 3d6 points of fire damage. For every Power Level above 2nd make a Wisdom Saving Throw if they detect you before you manifest this Power as, you deal another 1d6 damage. you manifest this Power. Attacking a creature under this effect cancels it immediately. For every level higher than Breath of the Black Dragon 2nd that you manifest this power as, you can target one 6th-Level Psychometabolism more creature. Manifesting Time: 1 action Range: Self (80 ft line) Concussion Blast Display: Visual 2nd-Level Psychokinesis Duration: Instantaneous Manifesting Time: 1 action By creating a temporary acid-storing organ near your Range: 120 feet mouth, you spew a cone of acid that deals 10d8 Acid Display: Auditory damage to all creatures that fail a Dexterity Saving Throw. Duration: Instantaneous A creature who succeeds on the save takes half damage. If you manifest this Power at a level above 6th, then you You target one creature and strike them with a blast of increase the damage by 1d8 per level. force, dealing 4d8 force damage. The target must succeed on a Strength Saving Throw or be stunned for 1 round. For each level higher than 2nd that you manifest this power as, Decerebrate you deal an extra 1d8 damage. 7th-Level Psychoportation Manifesting Time: 1 action Control Light Range: 60 feet Psychokinesis Talent Display: Mental Manifesting Time: 1 action Duration: Instantaneous Range: 100 feet You target a portion of a creature’s brain or nervous Display: Visual system, teleporting it into another plane of existence unless Duration: Up to 1 minutes with Concentration the target succeeds on a Constitution Saving Throw. If the By focusing your mind, you can change the amount of light target fails the Saving Throw, their intelligence drops to 1 emitted from an object. You can either completely diminish and they lose sight and hearing. This can be reversed the illumination produced, making a torch or similar object through spells like Wish or Regenerate. have no effect on the light level, or you can double the light radius of the object. Defensive Precognition 1st-Level Clairsentience Correspond Manifesting Time: 1 action 4th-Level Telepathy Range: Personal Manifesting Time: 10 minutes Display: Material and Visual Range: Infinite Duration: 1 minute Display: Mental You predict the near future, aiding yourself in avoiding Duration: Up to 10 minutes with Concentration dangerous situations. Roll a d4. Add that to the next Saving You can target any creature you have met before. You can Throw you make or subtract it from the next Attack Roll have a mental conversation with this entity, and both of you targeted at you. This cannot negate automatic hits from instantly recognize each other’s voice. You can send each natural 20s. If you manifest this Power as 2nd Level, you other messages up to 25 words long, and sending a message roll a d6 instead, a d8 as 3rd, d10 as 4th, and a d12 and 5th. takes an action. The creature you contact does not need to share a common language with you for you to Detect Psionics communicate. 1st-Level Clairsentience Manifesting Time: 1 action Create Sound Range: Self Metacreativity Talent Display: Auditory and Visual Manifesting Time: 1 action Duration: Up to 10 minutes with Concentration Range: 50 feet For the duration, you sense the presence of Psionics within Duration: Up to 1 minute with Concentration 30 feet of you. If you sense Psionics in this way, you can By manifesting this power, you can create a sound as loud use your action to see a thin aura around any visible as five people. You can use this to mimic many sounds, creature or object that bears Psionics. The Power can including mouse squeaks, singing, roaring, crackling of penetrate most barriers, but it is blocked by 1 foot of stone, flames, bell chimes, or even something as complex as 1 inch of common metal, a thin sheet of lead, or 3 feet of conversation. wood or dirt.

Crystal Shard Disable Metacreativity Talent 1st-Level Telepathy Manifesting Time: 1 action Manifesting Time: 1 action Range: 80 feet Range: Self (20 foot cone) Display: Auditory and Material Display: Visual Duration: Instantaneous Duration: Instantaneous By carving out hardened ectoplasm, you launch a dagger- You use your brainpower to stop weaker creatures in their sized shard out of the Astral Plane. A target that you choose tracks. Roll 5d8; the total is how many hit points of takes 1d8 Piercing damage if they fail a Dexterity Saving creatures it can affect. Starting with the creature with the Throw. A successful throw negates all damage from this lowest Hit Points, all creatures are rendered paralyzed in Talent. At 5th level, this summons two crystals, three at ascending order of their current hit points, subtracting their 11th, and four at 17th. Each extra crystal requires its own current HP from the number you rolled until the number attack roll. reaches past 0. Once you reach that point, stop paralyzing creatures, including the one that depleted the number into damage and forcing disadvantage on the creature’s next the negatives. All paralyzed creatures are left paralyzed save or attack roll unless they succeed on a Charisma until they either take damage or a minute passes. Saving Throw. On a successful throw, the creature takes half damage and does not gain forced disadvantage. Dispel Psionics 3rd-Level Psychokinesis Empathy Manifesting Time: 1 action 1st-Level Telepathy Range: 120 feet Manifesting Time: 1 action Display: Visual Range: 30 ft Duration: Instantaneous Display: Mental Choose any one creature, object, or Psionic effect in range. Duration: 10 minutes Any Power of 3rd level or lower on the target ends. For You branch out to all creatures within range, feeling some each Power of 4th level or lower on the target, make an of their most prevalent thoughts. You know what surface Intelligence check. The DC equals 10 + the Power’s level. emotions they are feeling, such as rage, thirst, fear, hunger, On a successful check, the Power ends. If the Power is pain, joy, infatuation, curiosity, uncertainty, and manifested at higher levels, Dispel Psionics automatically satisfaction. disables any Psionic effect of the same level or lower. Energy Adaptation Dissipating Touch 2nd-Level Psychometabolism Psychoportation Talent Manifesting Time: 1 action Manifesting Time: 1 action Range: Self Range: Touch Display: Visual Display: Auditory and Visual Duration: Up to 10 minutes with Concentration Duration: Instantaneous When you manifest this Power, you choose one of the You rapidly shiftm the olecules of a substance with your following damage types: Cold, Fire, Lightning, or Thunder. hand, dealing 1d10 Force damage to any target you touch You gain resistance to this type for the duration. By by making a Power attack roll. At 5th, 11th, and 17th level, manifesting this power at a higher level, you can either this deals 2d10, 3d10, and 4d10 damage respectively. choose to gain a resistance to another type or become immune to a type that you already chose to be resistant to. Ectoplasmic Shambler You get to make this choice once for every level above 2nd 5th-Level Metacreativity that you manifest it as. Manifesting Time: 1 action Range: 200 feet Energy Burst Display: Auditory, Material, and Olfactory 3rd-Level Psychokinesis Duration: 1 minute Manifesting Time: 1 action You carve out a predatory fog from the ectoplasm of the Range: Self (25 foot sphere) Astral Plane which takes up a 30-foot radius sphere Display: Auditory centered on a point within range. Any creature that starts its Duration: Instantaneous turn within the Ectoplasmic Shambler takes 6d6 force When you manifest this Power, choose one of the following damage unless they succeed on a Constitution Saving damage types: Cold, Fire, Lightning, or Thunder. You deal Throw. If a creature succeeds, they take half damage. On 4d8 damage of that type to all creatures in range who fail a your turn, you may move the Ectoplasmic Shambler up to Dexterity Saving Throw. Those who succeed on the throw 40 feet as a bonus action. Increasing the level of take half damage. Manifesting this Power at higher levels manifestation increases the damage the Ectoplasmic adds 1d8 to the damage for every level above 3rd. Shambler deals by 2d6 per level above 5th. Energy Conversion Ego Whip 7th-Level Psychometabolism/Psychokinesis 2nd-Level Telepathy Manifesting Time: 1 action Manifesting Time: 1 action Range: Self Range: 60 feet Display: Mental Display: Auditory Duration: Up to 10 minutes with Concentration Duration: Instantaneous Your body becomes an energy battery for the duration of You use your Psionic abilities to lash the mind of a single this Power. You gain resistance to Cold, Fire, Lightning, creature, heavily demoralizing it, dealing 6d4 Psychic and Thunder damage. All damage that is negated by this Power is stored up to be released as a devastating energy Range: Self (80 foot cone) beam. As an action, you can perform a Power attack roll to Display: Auditory hit a single target within 120 feet with all the damage you Duration: Instantaneous have stored with the types kept. Doing this ends the effect When you manifest this Power, choose one of the following damage types: Cold, Fire, Lightning, or of this Power. Thunder. You deal 12d8 damage of this type to all creatures in the area of effect who fail a Dexterity Saving Throw. Energy Push Succeeding on this throw reduces the damage taken by 2nd-Level Psychokinesis half. Manifesting this Power at higher levels increases the Manifesting Time: 1 action damage by 2d8 per level. Range: 80 feet Display: Auditory and Visual Eradicate Invisibility Duration: Instantaneous 3rd-Level Psychokinesis When you manifest this Power, choose one of the following Manifesting Time: 1 action damage types: Cold, Fire, Lightning, or Thunder. You deal Range: Self (50 foot burst) Display: Visual 3d10 damage of this type to a creature within range that Duration: Instantaneous fails a Dexterity Saving Throw. On a successful save, the You emit a burst of energy that destroys the light-bending creature takes half damage. The creature also rolls a effects that cause invisibility. You dispel all invisibility Strength Saving Throw, and on a failure, they are flung effects within range. Natural invisibility is revealed for 3 back 20 feet. For every level above 2nd that this Power is rounds before activating again. manifested as, add 1d10 to the damage roll. Fire Lash Energy Ray 1st-Level Pyrokinesis Psychokinesis Talent Action: 1 bonus action Range: Self Manifesting Time: 1 action Display: Visual Range: 60 feet Duration: Concentration, up to 10 minutes Display: Auditory You fashion a 10-foot-long whip of fire in your free hand. Duration: Instantaneous It lasts for the duration and if you let go of the whip, it When you manifest this Power, choose one of the following disappears, but you can evoke the whip again as a bonus damage types: Cold, Fire, Lightning, or Thunder. You deal action. You can use your action to make a melee spell 1d8 damage of this type to a creature within range after attack with a range of 10 feet with the fiery whip. On a hit, making a successful Power attack roll. At 5th, 11th, and the target takes 2d6 fire damage. The flaming whip sheds 17th levels, you gain an extra beam, which uses a separate bright light in a 10-foot radius and dim light for an attack roll and can be a different damage type. additional 10 feet. For every level above 1st that this Power is manifested as, add 1d6 to the damage roll.

Energy Wall Firewalk: 3rd-Level Metacreativity/Psychokinesis 5th-Level Pyrokinesis Manifesting Time: 1 action Action: 1 action Range: 100 feet Range: Self Display: Auditory Display: Material and Auditory Duration: 5 rounds Duration: Concentration, up to 10 minutes When you manifest this Power, choose one of the following When you manifest this power, you can literally walk on damage types: Cold, Fire, Lightning, or Thunder. You fire. You leave footprints of flame 10 feet high and 5ft conjure a 20x20-foot wall of that element that generates wide that last for the duration. You receive no damage from the flames. Each creature at the start of their turn waves of energy on one side. Any creature that starts its within the fire must make a Dexterity saving throw. On a turn or enters the space within 20 feet of that side takes 2d8 failed save, a creature takes 4d8 fire damage, or half as damage of that type. Any creature that attempts to pass much damage on a successful save. For every level above through the wall takes 3d8 damage of that type. You can 5th that this Power is manifested as, add 1d8 to the damage manifest this power at higher levels to increase one of the roll. dimensions of the wall by 20 feet per level above 3rd. This cannot increase the thickness of the wall. Flaming Weapon 3rd-Level Pyrokinesis Energy Wave Action: 1 action 7th-Level Psychokinesis Range: Self Display: Visual Manifesting Time: 1 action Duration: 1 minute When you manifest this Power, one weapon you hold (including a stone, bullet, arrow, or bolt) is licked by flames that harm neither her nor the weapon. The weapon deals 1d6 points of fire damage, in addition to its normal damage. The weapon stops flaming at the end of the duration.

Force Screen 1st-Level Psychokinesis Manifesting Time: 1 action Range: Self Display: Auditory Duration: 1 minute with Concentration You create a hovering shield out of Psionic energy in front of you. The shield itself is translucent, but it grants half- cover from the front and always follows you. Manifesting this as a 2nd-Level Power increases the duration to up to 10 minutes, and up to 1 hour at 3rd level. Force Screen On a failure, the target must make another Wisdom Saving Throw 1st-Level Psychokinesis whenever it attempts to make an attack roll or skill check or gain Manifesting Time: 1 action Range: Self disadvantage on that roll or check. This effect lasts for the duration Display: Auditory of the Power. You can manifest this power at higher levels, Duration: 1 minute with Concentration You create a hovering shield out of Psionic energy in increasing the damage dealt by 1d8 and duration of the effect by 1 front of you. The shield itself is translucent, but it round for every level above 2nd. grants half- cover from the front and always follows you. Manifesting this as a 2nd-Level Power increases Insanity the duration to up to 10 minutes, and up to 1 hour at 7th-Level Telepathy 3rd level. Manifesting Time: 1 action Range: 100 feet Fuse Flesh 6th-Level Psychometabolism Display: Mental Manifesting Time: 1 action Duration: Instantaneous Range: 20 ft As the Id Insinuation Power, but permanent. Display: Visual Duration: 1 minute Intellect Fortress Your touch is like a surgeon’s, but much more 4th-Level Psychokinesis malicious. Choose a target with flesh within range. Manifesting Time: 1 bonus action That target must then make a Constitution Saving Range: Self (20 ft sphere) Throw or have its flesh sown over itself. A creature Display: Auditory who fails the throw has their movement speed reduced to 0 for the duration, cannot take any Duration: Up to 1 minute with Concentration actions that are not purely mental while sewn You conjure a psychic barrier that protects all within it. All together, and any swimming or flying creatures creatures within the area of effect take gain resistance against cease to be swimming or flying. Attack rolls that Psychic damage and Psionic Powers. Imitations of said powers are target the creature also gain advantage, and the also affected by this Power. You can increase the level that this creature automatically fails any other saving throws. A successful saving throw causes the target to only Power is manifested, and every level above 4th increases the radius gain disadvantage on attack rolls for the duration. of the sphere by 10 feet per level. Heat Death Iron Body 9th-Level Pyrokinesis 8th-Level Metacreativity/Psychometabolism Action: 1 action Manifesting Time: 1 action Range: 30 feet Range: Self Display: Visual Display: Auditory Duration: Instantaneous You raise the internal temperature of one living Duration: Up to 10 minutes with Concentration creature within 30 feet to lethal levels. The target Shaping metal from the ectoplasm of the Astral Plane, you coat must pass a Constitution saving throw or the target your body in it, weighing you down but protecting you sustains 10d20 + 100 points of fire damage and substantially. While this Power is active, you gain +10 to your AC, horrifically its blood (or other internal fluid) boils. On but have your movement speed halved. You also gain resistance a successful save, the target receives half damage. against Slashing, Piercing, and Bludgeoning damage, and cannot Id Insinuation fly or swim. You also automatically break weak solids that you 2nd-Level Telepathy stand on and sink in any liquid. Manifesting Time: 1 action Range: 50 feet Mass Missive Display: Auditory 2nd-Level Telepathy Duration: Up to 1 minute with Concentration Choose Manifesting Time: 1 action a target within range and force them to make a Range: 500 feet Charisma Saving Throw. On a success, this has no Display: Mental effect. On a failure, the creature must roll a d10 at the beginning of its turn as long as you maintain Duration: Instantaneous Concentration. The results of the roll effect the You broadcast a single, one-way, 25 word message to all creatures creature’s actions, detailed below: you choose within range. This requires a common language, and a - On a 1, the creature moves in a random creature that does not share a common language will hear direction, determined by rolling a d8 meaningless syllables. - On a 2-6, the creature is unable to move or act, conflicted with itself Microcosm - On a 7-8, the creature performs a melee 9th-Level Telepathy attack against the closest other creature Manifesting Time: 1 action Range: 60 feet On a 9-10, the creature acts normally - Display: Material Duration: Instantaneous Inflict Pain You use your Psionics to circulate a single creature’s neural 2nd-Level Telepathy network to feed into itself. One creature within range that you Manifesting Time: 1 action target must succeed on a Wisdom Saving Throw or be trapped in a Range: 60 feet realm of fantasy. On a failure, the creature’s mind produces its Display: Mental own landscape which the creature perceives as real. The creature in Duration: 3 rounds reality simply slumps over, drooling, where it will eventually die You mentally maim a target in range, dealing 3d8 Psychic from natural causes if it can. This effect can only be reversed by Damage unless the target succeeds on a Wisdom Saving spells or Powers such as Wish or Bend Reality Throw. On a successful throw, the target takes half damage and suffers no further effect. Mind Blank Display: Auditory and Visual 8th-Level Telepathy Duration: 1 minute Manifesting Time: 1 action Your eyes emit a beam of illumination, creating a brightly Range: 30 feet lit area in a 30 foot cone where you look, and dim light Display: Olfactory another 30 feet beyond that. Duration: 24 hours By selecting one target within range, including yourself, you can shroud that target in a psychic veil. That target is Offensive Precognition now immune to the effects of all surveillance, mind- 1st-Level Clairsentience reading, behavior-altering, or detection spells and Powers Manifesting Time: 1 action for the duration. Manifesting this Power as a 9th-Level Range: Personal Power increases the duration to 1 week. Display: Material and Visual Mind Thrust Duration: 1 minute 1st-Level Telepathy You predict the near future, aiding yourself in combat. Roll Manifesting Time: 1 action a d4. Add that to the next attack roll you make or subtract it Range: 40 feet from the next Saving Throw a creature makes against you. Display: Auditory This cannot negate automatic hits from natural 20s. If you Duration: Instantaneous manifest this Power as 2nd Level, you roll a d6 instead, a With a quick jolt of Psionic energy, you deal 2d10 Psychic d8 as 3rd, d10 as 4th, and a d12 and 5th. damage to one target that you choose within range who fails an Intelligence Saving Throw. A successful throw halves the damage. Manifesting this Power at higher levels Offensive Prescience increases the damage dealt by 1d10 per level above 1st. 1st-Level Clairsentience Manifesting Time: 1 action Mindwipe Range: Touch 4th-Level Telepathy Display: Material and Visual Manifesting Time: 1 action Range: Touch Duration: 1 minute Display: Auditory, Mental, and Visual A creature you touch can see a split-second ahead, giving it Duration: Instantaneous advantage on damage rolls it makes for basic attacks for the Upon succeeding on a Power attack roll, you cleanse a duration. portion of a target’s memories. This can have superficial effects, but if the target has class levels, you can remove Personality Parasite two of them if the target fails a Wisdom Saving Throw. 4th-Level Telepathy This effect persists for 1 week, but can be removed through Manifesting Time: 1 action various spells and Powers. Range: 100 Missive Display: Auditory and Visual Telepathy Talent Duration: 1 minute Manifesting Time: 1 bonus action You are able to invert a portion of a target’s psyche unless Range: 60 feet they succeed on a Charisma Saving Throw. At the start of Display: Mental the subject’s turn when under this effect, they roll a d2. On Duration: Instantaneous You can send a one-way 25-word message to one creature a 2, the alternate personality takes over, actively working in range who shares a common language. against the original for that turn, such as by attacking allies. Moment of Prescience Phase Door 7th-Level Clairsentience Manifesting Time: 1 action 7th-Level Psychoportation Range: Touch Manifesting Time: 1 action Display: Visual Range: Touch Duration: 5 minutes Display: Material and Visual A target you contact, including yourself, has a revelation Duration: See text of possible future events. For the duration, the target You can place a door to a small portion of the Astral Plane cannot be surprised, forces disadvantage on attackers, and on any wood or stone surface. This door can be used by you gains advantage on attack rolls and saving throws. and any other creature that you permit, and no light, spells, Manifested as an 8th-Level Power, the duration is 15 or Powers can pass through the door. The space inside the minutes, and as a 9th-Level Power, the duration is 1 hour. door is a simple 10-foot cube that can be used for storage. My Light Two doors can be placed at the same time, and a third door Psychokinesis Talent replaces the first. Both lead to the same room. Manifesting Time: 1 action Range: Self (60 ft cone) Display: Auditory, Material, and Visual Psionic Blast Duration: Instantaneous 3rd-Level Telepathy A thin green ray springs from your pointing finger to a Manifesting Time: 1 action target that you can see within range. The target can be a Range: Self (30 ft cone) creature, an object, or a creation of magical force, such as Display: Auditory the wall created by wall o f force. A creature targeted by Duration: Instantaneous this Power must make a Dexterity saving throw. On a failed You send forth a way of Psionic energy, dealing 6d6 save, the target takes 10d6 + 40 force damage. If this Psychic damage and stunning all creatures who fail an damage reduces the target to 0 hit points, it is disintegrated. Intelligence Saving Throw until the beginning of your next A disintegrated creature and everything it is wearing and turn. A successful save halves the damage. carrying, except psionic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by Psionic Creation means of a true resurrection, bend reality, or wish Power. 5th-Level Metacreativity This Power automatically disintegrates a Large or smaller Manifesting Time: 1 minute non-magical object or a creation of magical force. If the Range: 30 feet target is a Huge or larger object or creation of force, this Display: Material Power disintegrates a 10-foot-cube portion of it. A psionic Duration: 1 hour item is unaffected by this Power. When you manifest this You pull globs of ectoplasm from the Astral Plane to create Power at higher levels, the damage dealt increases by 3d6 a fallacy of a nonliving object of vegetable matter within per level above 6th. range: soft goods, rope, wood, or something similar. You can also use this Power to create mineral objects such as Psionic Divination stone, crystal, or metal. The object created must be no 4th-Level Clairsentience larger than a 5-foot cube, and the object must be of a Manifesting Time: 1 action material you have encountered before. When manifested at Range: Self higher levels, the volume of the object you simulate can be Display: Mental and Visual up to a 10-foot cube at 6th-Level, 15 at 7th, 20 at 8th, and Duration: Instantaneous 25 at 9th. Your Psionics and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a Psionic Dimension Door specific goal, event, or activity to occur within 7 days. The 4th-Level Psychoportation DM offers a truthful reply. The reply might be a short Manifesting Time: 1 action phrase, a cryptic rhyme, or an omen. The Power doesn’t Range: 500 feet take into account any possible circumstances that might Display: Visual change the outcome, such as the manifestation of additional Duration: Instantaneous Powers or the loss or gain of a companion. If you manifest You teleport yourself from your current location to any the Power two or more times before finishing your next other spot within range. You arrive at exactly the spot long rest, there is a cumulative 25 percent chance for each desired. It can be a place you can see, one you can casting after the first that you get a random reading. The visualize, or one you can describe by stating distance and DM makes this roll in secret. direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” Psionic Grease You can bring along objects as long as their weight doesn’t 1st-Level Metacreativity exceed what you can carry. You can also bring one willing Manifesting Time: 1 action creature of your size or smaller who is carrying gear up to Range: Self its carrying capacity. The creature must be within 5 feet of Display: Olfactory and Visual you when you cast this Power. If you would arrive in a Duration: 1 minute place already occupied by an object or a creature, you and Slick, ectoplasmic grease covers the ground in a 10-foot any creature traveling with you each take 4d6 force square centered on a point within range and turns it into damage, and the Power fails to teleport you. difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Psionic Disintegration Dexterity saving throw or fall prone. A creature that enters 6th-Level Psychoportation the area or ends its turn there must also succeed on a Manifesting Time: 1 action Dexterity saving throw or fall prone. Range: 60 feet Psionic Identify Duration: Instantaneous 1st-Level Clairsentience You brutally destroy the thoughts and psyche of another Manifesting Time: 1 hour creature in range, dealing 8d10 Psychic damage unless the Range: Self creature succeeds on a Charisma Saving Throw, taking half damage on a pass. A failed save stuns the creature until it Display: Material and Mental succeeds on a Charisma Saving Throw. For each level Duration: Instantaneous above 5th that you manifest this power as, add 1d10 to the You choose one object that you must touch throughout the damage roll. manifesting of the Power. If it is a Psionic item or some other Psionic-imbued object, you learn its properties and Red Dragon Breath how to use them, whether it requires attunement to use, and 4th-Level Pyrokinesis how many charges it has, if any. You learn whether any Manifesting Time: 1 action Powers are affecting the item and what they are. If the item Range: 25 feet was created by a Power, you learn which Power created it. Display: Visual Duration: Instantaneous If you instead touch a creature throughout the manifesting, You breathe forth raging fire, originating from your mouth you learn what Powers, if any, are currently affecting it. and extending outward in a cone. Each creature in a 25- foot cone must make a Dexterity saving throw. A creature Psionic Levitate takes 6d10 fire damage on a failed save, or half as much 3rd-Level Psychoportation damage on a successful one. The fire ignites any Manifesting Time: 1 action flammable objects in the area that aren’t being worn or Range: 60 feet carried. For each level above 4th that you manifest this Display: Olfactory power as, add 1d10 to the damage roll. Duration: Up to 10 minutes with Concentration One creature or object of your choice that you can see Retrieve 6th-Level Psychoportation within range rises vertically, up to 20 feet, and remains Manifesting Time: 1 bonus action suspended there for the duration. The Power can levitate a Range: 300 feet target that weighs up to 500 pounds. An unwilling creature Display: Visual that succeeds on a Constitution saving throw is unaffected. Duration: Instantaneous The target can move only by pushing or pulling against a You instantly teleport any object that you can see into your fixed object or surface within reach (such as a wall or a hands. ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in Sequester either direction on your turn. If you are the target, you can 7th-Level Clairsentience move up or down as part of your move. Otherwise, you can Manifesting Time: 1 action Range: Touch use your action to move the target, which must remain Display: None within the Power’s range. When the Power ends, the target Duration: 1 day floats gently to the ground if it is still aloft. Using your Psionic abilities, the creature that you touch becomes immune to surveillance spells and Powers and is Psionic True Seeing rendered invisible for the duration. However, the target is 6th-Level Clairsentience also rendered comatose while under this effect, but the Manifesting Time: 1 action target does not age or suffer any ill effects. Manifesting this Range: Personal or Touch Power at higher levels increases the duration to 1 week at Display: Visual 8th-Level, or 1 month at 9th-Level. Duration: 1 hour Share Pain This Power gives the willing creature you touch the ability 3rd-Level Psychometabolism to see things as they actually are. For the duration, the Manifesting Time: 1 action creature has truesight, notices secret doors hidden by Range: 80 feet Psionics, and can see into the Ethereal Plane, all out to a Display: Material and Mental range of 120 feet. Duration: Up to 1 minute with Concentration You choose a target in range to split your wounds with. Psychic Crush The target that you choose must succeed on a Wisdom 5th-Level Telepathy Saving Throw, or take half the damage that you would Manifesting Time: 1 action take for you while under the effect of this Power. Range: 60 feet Display: Auditory Shadow Body Synesthete 8th-Level Psychometabolism Psychometabolism Talent Manifesting Time: 1 action Manifesting Time: 1 action Range: Self Range: Self Display: Auditory Display: Material Duration: Up to 10 minutes with Concentration Duration: 10 minutes Your body shifts into a shadow, becoming one with You can link your senses together, allowing one sense to darkness. You blend in perfectly with dimly lit areas or in stimulate the other. You could smell color, hear tastes, see total darkness, rendering you effectively invisible. While in sounds, and so much more. This can be used to better bright light, you are still clearly visible as an unattached grasp your environment, or detect hidden elements that silhouette. You can move on any surface unhindered, and you would not have noticed before. Choose and link two gain resistance to Piercing, Slashing, and Bludgeoning senses. You gain advantage on any Perception checks that damage while this Power is active. use both of those senses.

Skate Telekinetic Force Psychoportation Talent 3rd-Level Psychokinesis Manifesting Time: 1 action Manifesting Time: 1 action Range: Personal or Touch Range: 300 feet Display: Material and Visual Display: Visual Duration: 1 minute Duration: 1 minute The creature you select has its traction decreased to You move an object no more than 250 lbs up to 20 feet in practically nothing. It isn’t affected by slippery surfaces any direction as an action while this is active, including the such as those created by a Grease spell. Travelling uphill turn that you manifest this Power. An unwilling creature counts as difficult terrain, but travelling downhill costs that is targeted can make a Strength Saving Throw to avoid half as much movement. this. For every level above 3rd that you manifest this power as, add 250 lbs to the weight limit. Suspend Life 6th-Level Psychometabolism Telekinetic Push Manifesting Time: 1 action 3rd-Level Psychokinesis Range: Self Manifesting Time: 1 action Display: Olfactory Range: 120 feet Duration: Infinite Display: Visual You suspend yourself in a trance impossibly deep, Duration: Instantaneous slowing aging to a halt and eliminating the need for food Select any number of creatures or objects whose total or water. You might as well be dead, and effects that detect weight is no more than 250 lbs. You can hurl these objects life and thought register you as dead. However, you are up to 50 feet in any direction. A hurled creature who hits a fully aware of what happens around you, and can leave the solid surface takes damage equivalent to falling the trance whenever you choose. If you are attacked during distance flung. Flinging an object at a creature requires this state, you awaken 4 rounds later. making a successful Power attack roll. Any objects above 20 lbs deals 1d6 bludgeoning when striking a creature. For Sustenance every level above 3rd that you manifest this power as, 2nd-Level Psychometabolism increase the distance that you can fling an object or creature Manifesting Time: 1 action by 20 feet. Range: Self Display: Material Telempathy Duration: Instantaneous Telepathy Talent Your body produces all the required nutrients, hydration, Manifesting Time: 1 action and energy that you would need for a day. This eliminates Range: 40 feet the need for food or drink. Display: Visual Duration: 1 minute Swarm of Crystals You subtly alter a single target within range’s mood for the 2nd-Level Metacreativity duration, allowing for easier attempts at manipulation. The Manifesting Time: 1 action target can resist this effect by succeeding on a Charisma Range: Self (20 foot cone) Saving Throw. Display: Material Duration: Instantaneous Temporal Acceleration Summoning hardened ectoplasmic crystals from the Astral 6th-Level Psychoportation Plane, you deal 4d6 Piercing damage to every creature that fails a Dexterity Saving Throw. On a successful throw, a creature takes half damage. For every level higher than 2nd that this Power is manifested as, add 1d6 to the damage. Manifesting Time: 1 bonus action True Metabolism Range: Self 8th-Level Psychoportation Display: None Manifesting Time: 1 action Duration: 1 round Range: Self Once you manifest this Power, time stops all around you. Display: Material You can act normally, but cannot target a creature with an Duration: 1 minute attack or Power. You also can’t deal damage to other Your body actively heals itself, sealing wounds and repairing creatures while this Power is in effect. Persistent Powers tears. You heal 5d6 damage every round while under the that you cast while this is active will still persist after the effect of this Power. Manifesting this as a 9th- Level Power effect ends. Manifesting this as a 7th-Level Power increases increases the healing rate to 6d6. the duration to 2 rounds, and manifesting this as an 8th or Ubiquitous Vision 9th-Level Power increases the duration to 3 rounds. 3rd-Level Clairsentience Manifesting Time: 1 action Time Hop Range: Self 3rd-Level Psychoportation Display: Visual Manifesting Time: 1 action Duration: Up to 10 minutes with Concentration Range: 50 feet Your mind allows you to see in all directions, granting you Display: Auditory and Visual 360-degree vision. You cannot be flanked and have Duration: 3 rounds advantage on Perception checks that rely on sight. You make a tiny tear in time around a single target within range, sending them forward in for the duration of this Vigor Power. This Power can fail if the target succeeds on an 1st-Level Psychometabolism Intelligence Saving Throw. You can manifest this Power at Manifesting Time: 1 action higher levels in order to increase the duration by 1 round Range: Self for every level above 3rd. Display: Material and Olfactory Duration: 1 hour Touch Aflame Your body energizes itself, granting you 2d6 temporary life Pyrokinesis Talent points. Manifesting this Power at higher levels grants Manifesting Time: 1 action another 1d6 temporary life points per level above 1st. Range: Touch Display: Visual Wall of Ectoplasm Duration: Instantaneous 4th-Level Metacreativity Your mere touch sets objects or foes on fire. Make a melee Manifesting Time: 1 action spell attack against the target if it's a creature. The flames Range: 120 feet deals 1d12 points of fire damage. A flammable object hit Display: Visual by the fire ignites if it isn't being worn or carried. The Duration: Up to 10 minutes with Concentration powers damage increases by 1d12 when you reach 5th You fashion a roiling wall of ectoplasm, imbuing it with level (2d12), 11th level (3d12), and 17th level (4d12). solidity. The wall cannot move once it is formed. The wall is 4 inches thick and is 10 feet tall and can be up to 80 feet Tower of Iron Will long. The wall can also be stacked, corner, or even made into 5th-Level Telepathy/Psychokinesis a circle 25 feet in diameter. A creature that is where the wall Manifesting Time: 1 reaction or bonus action would be formed is restrained inside of the wall unless it Range: Self (10 ft sphere) succeeds on a Strength Saving Throw. The wall can also be Display: Auditory breached by attacking it. Each 5 foot section of the wall has Duration: 1 round an AC of 14 and 20 Hit Points. Alternatively, the wall can When you are the target of a spell or Power, or within the be destroyed through Dispel Psionics. target area of a spell or Power, you may activate this Power, or, you can activate this as a bonus action during your turn. Astral Constructs Either way, you create a barrier out of pure thought, making all creatures within the area of effect immune to damaging spells or Powers for the duration. Manifesting this as a 6th or 7th-Level Power increases the duration to 2 rounds, while manifestation as a 8th or 9th- Level increases the duration of the Power to 3 rounds. Small Astral Construct Large Astral Construct Small Construct, unaligned Large Construct, unaligned Armor Class 14 (Natural armor) Armor Class 17 (Natural Armor) Hit Points 13 (2d6+6) Hit Points 92 (8d10 + 48) Speed 20ft. Speed 35ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 3 (-4) 6 (-2) 3 (-4) 22 (+6) 10 (+0) 23 (+6) 3 (-4) 14 (+2) 10 (+0)

Damage Immunities poison, psychic Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, Damage Resistance Slashing, Piercing, frightened, paralyzed, petrified, poisoned Bludgeoning, and Psychic Senses Darkvision 60 ft. (blind beyond this radius), Condition Immunities blinded, charmed, deafened, passive Perception 8 frightened, paralyzed, petrified, poisoned Languages – Senses Darkvison 60ft. passive Perception 14 Languages –

Shifting Form: The Construct can come in many Shifting Form: The Construct can come in many shapes, usually either humanoid or quadrupedal. shapes, usually either humanoid or quadrupedal ACTIONS Power Resistance: This creature has advantage on Slam: +4 to hit, 5 ft reach, one target. Deals 8 (1d10 saving throws against psionic powers +2) bludgeoning damage. ACTIONS

Multiattack. The large astral construct makes two slam attacks. Slam: +10 to hit, 5 ft reach, one target. Deals 29 (4d10 +7) bludgeoning. Medium Astral Construct Medium Construct, unaligned Armor Class 15 (Natural armor) Hit Points 57 (6d8 +30) Speed 30ft.

STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 21 (+5) 3 (-4) 10 (+0) 3 (-4)

Damage Immunities poison, psychic Damage Resistance Slashing, Piercing, Bludgeoning, and Psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses Darkvision 60ft. passive Perception 10 Languages –

Power Resistance: This creature has advantage on saving throws against psionic powers. Shifting Form: The Construct can come in many shapes, usually either humanoid or quadrupedal ACTIONS Slam: +7 to hit, 5 ft reach, one target. Deals 27 (4d10 +5) bludgeoning damage.