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Psionicist by Matt Colville

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Em Kowalsky
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0% found this document useful (0 votes)
136 views124 pages

Psionicist by Matt Colville

Uploaded by

Em Kowalsky
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Psionicist

Level Proficiency Features PSPs Mental Disciplines Devotions Sciences Defenses


Bonus Limit

1 2 Psionics, Mental 8 4 2 3 1 1
Recovery, Primary
Discipline

2 2 Adept Will, Discipline 12 6 2 4 1 1


Feature

3 2 32 8 2 5 1 2

4 2 Ability Score 40 10 3 6 2 2
Improvement

5 3 64 12 3 7 2 3

6 3 Discipline Feature 76 12 3 8 2 3

7 3 89 13 3 9 3 4

8 3 Ability Score 102 13 3 10 3 4


Improvement

9 4 129 14 4 11 3 5

10 4 Discipline Feature 143 14 4 12 3 5

11 4 158 15 4 13 4 5

12 4 Ability Score 166 15 4 14 4 5


Improvement

13 5 174 16 5 15 4 5

14 5 Discipline Feature 183 17 5 16 4 5

15 5 192 18 5 16 5 5

16 5 Ability Score 206 19 5 17 5 5


Improvement

17 6 226 20 6 18 5 5

18 6 Discipline Feature 233 21 6 19 5 5

19 6 Ability Score 241 22 6 20 5 5


Improvement
20 6 257 25 6 20 6 5

Class Features

Hit Points
See Primary Discipline

Proficiencies
Armor: None
Weapons: Simple
Tools: None
Saving Throws: See Primary Discipline
Skills: Choose 2 from the following: Acrobatics, History, Investigation, Insight, Perception,
Deception, Persuasion

Equipment
You start with the equipment granted by your background.

Psionics
As a psionicist, your greatest strength is your mind. With only a thought you can unleash your
power and affect the world around you.

Disciplines
All psionic powers belong to one of six disciplines: Clairsentience, Psychokinesis,
Psychometabolism, Psychoportation, Telepathy, and Metapsionics. Within each discipline are
major powers, called sciences, and minor powers, called devotions. At first level you select
your primary discipline, and gain access to more as you level. The one exception is
Metapsionics, which all psions have access to but it cannot be chosen as a primary discipline.

Learning Powers
As you gain levels, you will add new powers to your repertoire. Powers are divided into Talents,
Devotions, and Sciences. Talents are powers which do not require PSPs to use. Each
discipline has its own talent, which you learn automatically when you gain access to that
discipline.
Whenever you gain a new science or devotion you can select any power, as long as it doesn’t
violate any of the following rules:
1. You must know any prerequisites listed in the power’s description when you learn that
power.
2. You must always know at least two devotions in any discipline for each science in that
discipline.
3. You must always know more devotions in your primary discipline than in any other
discipline
4. You must always know more sciences in your primary discipline than in any other
discipline

The one exception to this is learning multiple powers in the same level. You may select a
combination of powers that could not be learned one-by-one as long as you satisfy all four rules
after all your powers are selected. For example, a first level psychokinetic could learn
Telekinesis and Ballistic Attack as two of their starting powers, even though they would need to
learn Telekinesis to meet the prerequisite for Ballistic attack but would need to learn Ballistic
Attack to meet the 2 devotion requirement for Telekinesis.

If you learn a power but cannot select one due to not meeting the requirements, you can select
that power at a later level once you meet the necessary requirements. This can most commonly
happen if you distribute your devotions across multiple disciplines and learn a science, but
cannot select one without breaking one of these rules. It can be useful to plan your next
science a couple levels in advance to avoid this.

Psionic Strength Points


Psionic Strength Points, or PSPs, are the mental resources you use to activate your powers. As
you gain levels, your pool of PSPs increases. You use these points to activate and maintain
your powers. When you complete a long rest your PSP pool is restored to maximum, minus any
points spent on maintaining powers over the rest.

Power Cost
Each power has a cost, listed in its description. When you activate a power you must pay this
cost from your pool of PSPs. Many powers also have an enhance cost. When activating the
power you may pay this cost in addition to the initial cost to increase its effect. Most powers
with enhancement costs can pay the cost multiple times, scaling the effect for each time it is
payed. If a power has a limit to how many times it can be enhanced it will say so in its
description. Any effect that is based on the cost of a power includes both the initial cost and the
PSPs spent on enhancing it.

Maintenance
Psionic powers do not have a duration, but some powers can have an effect that lasts longer
than a single round. These powers have a maintenance cost, listed with a number and a time
interval. You are able to continue that power’s effect as long as they pay the maintenance cost.
Maintaining your powers does require concentration, but you can maintain any number of
psionic powers at once as long as you pay the cost for each. In combat you pay the cost for
any power you wish to maintain at the start of your turn.

If you are forced to make a concentration check while maintaining your powers you make an
individual check for each power you are maintaining. Each power that fails the check
immediately stops functioning.

Normally you cannot sleep while concentrating, but some powers have a maintenance cost paid
per day. These powers can be maintained even while sleeping, but the cost must be paid every
morning after you wake up. The Gird power also allows you to maintain a power while sleeping,
but PSPs spent while resting are not restored when the rest is completed.

Mental Limit
Your mental limit is the amount of mental energy you can safely put into a single power.
Exceeding this limit puts an immense strain on your body. When activating a psionic power, for
every PSP spent beyond this limit you take 1d12 psychic damage. This limit includes any
enhancement costs paid when activating the power.

Defenses
All psionicists gain at least some ability to defend themselves from psionic contact, even if they
aren’t an expert in telepathy. You start with one defense of your choice at level 1, and gain
additional defenses as you level until you know all 5. Defenses do not belong to any discipline,
so they do not count toward or against the rules described under Learning Powers.

Mental Recovery
You have learned to regain some of your mental energy when you rest. Once per day when
you finish a short rest, you can choose to regain PSPs equal to twice your level.

Primary Discipline
At first level you choose a primary discipline, shaping your practice of psionics. You may select
Clairsentience, Psychokinesis, Psychometabolism, Psychoporation, or Telepathy. The 6th
discipline, Metapsionics, may not be selected as your primary discipline but you can access it at
first level. Your choice controls which discipline you select at 1st level, and provides additional
abilities at 2nd, 6th, 10th, and 14th level.

Not every psionicist draws their strength in the same way. Each primary discipline lists a
primary attribute. Your psionic save DC and psionic attack modifier is determined by this
attribute according to the following formula.
● Psionic save DC = 8 + your proficiency bonus + your primary attribute modifier
● Psionic attack modifier = your proficiency bonus + your primary attribute modifier

Each primary discipline also lists your HP and two proficient saving throws, one of which is
always your primary attribute. Some disciplines also grant additional proficiencies at first level.

Adept Will
At 2nd level you become more skilled at sustaining powers from your primary discipline. After
activating a power from your primary discipline, you may maintain the power for 2 rounds
without spending PSPs. You must still concentrate as you would on any power you are
maintaining, and the power can still be disrupted. Only one power may be maintained in this
way at a time, if you use a second maintainable power from your primary discipline you must
start paying the maintenance cost on the first on your next turn if you want to continue it.

Disciplines

Clairsentient
The Clairistant focuses on powers that augment the senses, detecting what others could not.
They can see and hear distant places, detect dangers and poisons, and extend their senses to
detect things they normally could not. In combat clairsentients excel at archery, where their
enhanced senses can reveal enemy weak points to strike.

Hit Points:
Hit Dice: 1d6 per psion level
Hit Points at First Level: 6 + you Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st

Primary Attribute: Wisdom


Saving Throws: Intelligence, Wisdom
Proficiencies: Ranged Weapons, Light Armor

Proficient Archer
At 2nd level you gain the Archery fighting style. You can’t take a fighting style more than once,
even if you later get to choose another. You may use your Wis bonus in place of your Dex
bonus when making ranged weapon attacks.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Extra Shot
At 6th level, you attack twice, instead of once, when you take the Attack action on your turn with
a ranged weapon.

Second Sight
Starting at 10th level, as long as you can sense an enemy with an active clairsentience power
you deal an additional 2d6 damage with ranged weapon attacks against them.

Danger Sense
At 14th level you gain proficiency in dexterity saving throws. You also gain one of the following
features of your choice.

Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell,
that allows you to make a dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve
the attack’s damage against you.

True Sense
At 18th level you can now maintain 1 Clairsentience Devotion without paying its maintenance
cost, and maintaining that power no longer requires concentration. In addition, you no longer
suffer any negative effects from the Blinded or Deafened conditions.

Psychokinetic
The psychokinetic focuses on powers that manipulate the world around them. They can lift,
move, create, or destroy with only a thought. They can even control temperature by affecting
material at a molecular level. In combat the psychokinetic may attack by flinging objects at their
opponent, or use their abilities on them directly.

Hit Points:
Hit Dice: 1d6 per psion level
Hit Points at First Level: 6 + you Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st

Primary Attribute: Intelligence


Saving Throws: Constitution, Intelligence
Common starting powers: Telekinesis, Ballistic Attack

Force of Will
Beginning at 2nd level, when using a psychokinetic devotion or science to deal damage the
power deals one extra die of damage of the appropriate type. If enhanced and the
enhancement adds additional dice of damage, it deals an additional die per level of
enhancement.

Kinetic Barrier
Beginning at 6th level, you form a barrier of kinetic energy around yourself whenever you use a
psychokinetic power. When you use a power from the psychokinesis discipline you gain
temporary hit points equal to half its PSP cost.

Psychic Parry
Starting at 10th level, you may spend your reaction to attempt to deflect an incoming attack.
You may use this ability after you’ve been hit by an attack or failed a Dexterity saving throw by
spending 2 PSPs. You roll 1d6 and add the result to your AC or saving throw result against that
attack.

Overcharge
Starting at 14th level, your mental limit is increased by 2 when using a psychokinetic power.

Psychokinetic Mastery
Starting at 18th level you select 2 Psychokinetic powers. You may use these powers without
paying their PSP cost, as long as the cost of the power is no greater than 8 PSPs.

Psychometabolic
The psychometabolic can use their mind to alter their own body, or the bodies of those around
them. They can alter a being’s size and strength, heal wounds, or even change their form
entirely. In combat the psychometabolic can be a capable front line fighter, altering their form to
augment their offense and defense while healing any wounds they suffer.

Hit Points:
Hit Dice: 1d10 per psion level
Hit Points at First Level: 10 + you Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per psion level after 1st

Primary Attribute: Constitution


Saving Throws: Strength, Constitution
Proficiencies: Martial Weapons, Light Armor
Fighting Style
At 2nd level, you automatically pass all concentration checks for psychometabolic powers. You
also adopt one of the following fighting styles. You can’t take a fighting style more than once,
even if you later get to choose another.

Fencing
When you are wielding a melee weapon in one hand and no weapon or shield in your off hand
you gain a +2 bonus to AC. Using psychometabolic powers with your off hand does not disable
this ability.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you
are wielding with two hands, you can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain
this benefit.

Metabolic Burst
Beginning at 6th level, you become adept at sustaining your offense while using your powers.
When you activate a psychometabolic power as your action, you may also make a melee attack
as part of that action. You can also attack twice, instead of once, whenever you take the Attack
action on your turn while maintaining a psychometabolic power.

Sustained Adaptation
By 10th level, altering your body through psychometabolism has become second nature. The
maintenance cost of all your psychometabolic powers is reduced by 2 PSPs. This still requires
your concentration, so even if the cost is reduced to 0 you must still concentrate on it as you
would any other power.

Heightened Metabolism
When you reach 14th level your ability to control your own body to heal your wounds becomes
second nature. At the start of your turn you regain HP equal to your constitution modifier as
long as you are maintaining at least one psychometabolic power affecting yourself.

Augmented Form
When you reach 18th level your current and maximum Strength, Dexterity, and Constitution are
all increased by 2.
Psychoportative
The psychoportative is adept at moving themselves or others from one place to another with
only a thought. They can teleport themselves or their allies over short or long distances, or
even banish an unwilling foe. In combat the psychoportative is excellent at hit-and-run tactics,
and learns to take advantage of their opponent’s inability to predict their movements.

Hit Points:
Hit Dice: 1d8 per psion level
Hit Points at First Level: 8 + you Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per psion level after 1st

Primary Attribute: Charisma


Saving Throws: Dexterity, Charisma
Proficiency: Light Armor

Common starting powers: Teleport, Dimension Door

Blink Strike
At 2nd level you can no longer be disorientated by your own psychoportation powers. You can
also deal a Blink Strike when you attack, which can be triggered in one of two ways. A Blink
Strike deals an additional 1d6 damage for every two levels of psionicist, and only one attack per
turn can deal this bonus damage.

First, after using a psychoportation power to move adjacent to an enemy on your turn you may
make a melee attack against them as part of that action. This attack deals a Blink Strike if it
hits.

Second, you may use the Sleight of Thought talent to manipulate a light weapon and strike your
opponent in an unexpected way. After activating Slight of Thought you may spend your action
to make a Sleight of Hand check. If your result is greater than your opponent’s passive
perception you may make a melee attack against the opponent. This attack deals a Blink Strike
if it hits.

Melee Training
At 6th level you become more skilled in melee combat. You gain one of the following combat
styles:

Light: When you are wearing light armor and a weapon in each hand, you gain +2 to AC.
When using your blink strike, you may attack with a light weapon in each hand. If both attacks
hit, the second attack deals 1d6 bonus damage rather than the full blink strike bonus.
Medium: You gain proficiency with all martial melee weapons that do not have the Heavy or
Two-Handed properties. You gain proficiency with shields and medium armor. When using
Blink Strike with Slight of Thought, you may use any melee weapon without the Heavy or Two-
Handed properties to attack.

Heavy: You gain proficiency with medium armor and all martial melee weapons with the Heavy
or Two-Handed properties. When using Blink Strike with Slight of Thought, you may use a
Heavy or Two-Handed melee weapon to attack. When using Blink Strike with a Heavy or Two-
Handed weapon the damage is increased by 1d6.

Ambush
At 10th level you become even better at catching your enemies unaware, particularly if they
don’t know what to expect. The first time you use Blink Strike in a combat you gain advantage
on your attack roll, and you score a critical hit on a 19 or 20.

Psychoportation Reflex
Starting at 14th level, you gain the ability to evade attacks by either teleporting short distances
or momentarily jumping to another plane. As long as you are aware of the attack, your AC is
increased by +2 and you gain the Evasion feature.

Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell,
that allows you to make a dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.

Far Step
At 18th level you can teleport to your intended location any time you take the Move action.
Attacking after moving in this way does allow you to use Blink Strike. The ability can be used
multiple times within the same turn as long as the total distance traveled does not exceed your
speed.

In addition, the range of all your Psychoportation powers is doubled.

Telepathic
The telepath is the master thought. They are able to communicate with their allies or attack
their opponent’s minds directly. In combat the telepath breaks down their opponents mental
defenses, at which point they can unleash a multitude of devastating mental attacks.

Hit Points:
Hit Dice: 1d6 per psion level
Hit Points at First Level: 6 + you Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st

Primary Attribute: Wisdom


Saving Throws: Wisdom, Charisma

Common starting powers: Contact, Mindlink, One Psionic Attack

Strength of Thought
At 2nd level you begin honing your mind’s offensive and defensive abilities. The cost of all your
psionic attacks and defenses is reduced by 1, and you can maintain Contact with one target for
only 1 PSP per hour. You gain a +2 bonus on your attack and defense rolls in psionic combat,
and you can replace your Int or Cha bonus with your Wis bonus in psionic combat.

Psychic Feint
At 6th level, when you begin psionic combat you may select a different attack power after your
first attack. You pay the cost of the more expensive of the two powers, and can use the full
number of attacks listed in the new power. If you choose not to use this ability, you make an
additional psionic attack in this combat.

Telepathic Follow-Up
Beginning at 10th level, on the same turn that you establish contact against an enemy you can
use a telepathic power against that enemy as a bonus action.

Telepathic Reflexes
At 14th level reading minds has become second nature, and you can react to an opponent’s
actions before they even take them. While you have contact against a character, that character
has disadvantage on all attacks against you and you have advantage on all saving throws
against abilities they use.

True Telepath
At 18th level you become aware of all sources of intelligent thought within 60 ft of you at all
times, unless they are protected from telepathic reading. You may use telepathic powers
against them as if you had vision of them. In addition, you have advantage on all psionic
combat rolls.
Fighter Subclass - Psychic Warrior
This is a martial archetype for the fighter class. The psychic warrior combines the might of a
trained warrior with the mind of a psionicist. They will never unlock the full psionic potential of a
dedicated psionicist, but by using their powers to augment their physical skills they can be an
extremely formidable threat.

Psionics
When you reach 3rd level, you augment your marital prowess with the ability to use psionics.
Your psionic save DC and psionic attack modifier is determined by constitution according to the
following formula.
● Psionic save DC = 8 + your proficiency bonus + your constitution modifier
● Psionic attack modifier = your proficiency bonus + your constitution modifier

Disciplines
All psionic powers belong to one of six disciplines: clairsentience, psychokinesis,
psychometabolism, psychoportation, telepathy, and metapsionics. Within each discipline are
major powers, called sciences, and minor powers, called devotions. At 3rd level you gain
access to one discipline of your choice other than metapsionics. You gain access to more as
you level, but cannot select metapsionics as it requires a much more dedicated study of
psionics.

Learning Powers
As you gain levels, you will learn talents, devotions, and sciences. Talents are powers that do
not cost any PSPs. There is one talent for each discipline, which you learn automatically when
you gain access to that discipline. You will also gain devotions and sciences. You must learn
two devotions in any discipline for every science. Some powers also have more specific
requirements, which are listed in the power’s description.

Psionic Strength Points


Psionic Strength Points, or PSPs, are the mental resources you use to activate your powers. As
you gain levels, your pool of PSPs increases. You use these points to activate and maintain
your powers. When you complete a long rest your PSP pool is restored to maximum, minus any
points spent on maintaining powers over the rest.

Power Cost
Each power has a cost, listed in its description. When you activate a power you must pay this
cost from your pool of PSPs. Many powers also have an enhance cost. When activating the
power you may pay this cost in addition to the initial cost to increase its effect. Most powers
with enhancement costs can pay the cost multiple times, scaling the effect for each time it is
payed. If a power has a limit to how many times it can be enhanced it will say so in its
description. Anything that is based on the cost of a power includes both the initial cost and the
PSPs spent on enhancing it.

Maintenance
Psionic powers do not have a duration, but some powers can have an effect that lasts longer
than a single round. These powers have a maintenance cost, listed with a number and a time
interval. You are able to continue that power’s effect as long as they pay the maintenance cost.
Maintaining your powers does require concentration, but you can maintain any number of
psionic powers at once as long as you pay the cost for each. In combat you pay the cost for
any power you wish to maintain at the start of your turn.

If you are forced to make a concentration check while maintaining your powers you make an
individual check for each power you are maintaining. Each power that fails the check
immediately stops functioning.

Normally you cannot sleep while concentrating, but some powers have a maintenance cost paid
per day. These powers can be maintained even while sleeping, but the cost must be paid every
morning after you wake up.

Mental Limit
Your mental limit is the amount of mental energy you can safely put into a single power.
Exceeding this limit puts an immense strain on your body. When activating a psionic power, for
every PSP spent beyond this limit you take 1d12 psychic damage. This limit includes any
enhancement costs paid when activating the power.

Defenses
All psionicists gain at least some ability to defend themselves from psionic contact, even if they
aren’t an expert in telepathy. You start with one defense of your choice at level 1, and gain
additional defenses as you level.

Psionic Sense
You gain the Psionic Sense talent, even though you do not have access to the Metapsionics
domain.
Psychic Warrior Power Progression
Level PSPs Mental Disciplines Devotions Sciences Defenses
Limit

3 8 4 1 2 1 1

4 12 5 1 3 1 1

5 18 6 1 3 1 1

6 24 7 2 4 1 1

7 32 8 2 5 1 2

8 35 9 2 5 2 2

9 38 10 2 5 2 2

10 40 10 2 6 2 2

11 46 11 2 6 2 3

12 52 12 2 6 3 3

13 64 12 2 7 3 3

14 68 12 3 8 3 3

15 72 12 3 9 3 4

16 76 12 3 9 4 4

17 80 12 3 9 4 4

18 84 12 3 9 4 4

19 89 13 3 10 4 5

20 95 13 3 10 4 5

Pain Attunement
At 3rd level, you learn to channel your own pain and adrenaline to sustain your powers. When
you take damage, you can reduce the total number of PSPs spent to maintain powers on your
next turn by the amount of damage received. A single hit can sustain multiple powers or many
small hits can sustain one difficult power with this ability, but if you take more damage than the
combined maintenance cost of your active powers you gain no additional benefit.
You gain advantage on all concentration checks to maintain psionic powers due to taking
damage.

War Psion
Beginning at 7th level, when you use a power that costs half your mental limit or less you may
make one weapon attack as a bonus action.

Psionic Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to
your powers. When you hit a creature with a weapon attack, that creature has disadvantage on
the next saving throw it makes against a power you activate before the end of your next turn.

Psionic Burst
At 15th level, you gain the ability to momentarily push yourself beyond your normal limits. When
you use your action surge to activate a psionic power, your mental limit is increased by 5 for that
action.

Improved War Psion


Starting at 18th level, when you use your action to activate a power you can make one weapon
attack as a bonus action.

Rogue Subclass - Psylocke


Some rogues enhance their fine-honed skills of stealth and agility with psionics, training their
mind to do what their hands cannot. Psionics offers many tools a rogue could find valuable -
teleportation, telekinesis, and manipulation of perception. It also demands discipline and
training that many rogues don’t care for, so psylockes are relatively rare. Their diverse abilities
can make them extremely potent both on the battlefield and when more subtlety is called for.

Psionics
When you reach 3rd level, you begin developing your psionic abilities. Your psionic save DC
and psionic attack modifier is determined by charisma according to the following formula.
● Psionic save DC = 8 + your proficiency bonus + your charisma modifier
● Psionic attack modifier = your proficiency bonus + your charisma modifier
Disciplines
All psionic powers belong to one of six disciplines: clairsentience, psychokinesis,
psychometabolism, psychoportation, telepathy, and metapsionics. Within each discipline are
major powers, called sciences, and minor powers, called devotions. At 3rd level you gain
access to one discipline of your choice other than metapsionics. You gain access to more as
you level, but cannot select metapsionics as it requires a much more dedicated study of
psionics.

Learning Powers
As you gain levels, you will learn talents, devotions, and sciences. Talents are powers that do
not cost any PSPs. There is one talent for each discipline, which you learn automatically when
you gain access to that discipline. You will also gain devotions and sciences. You must learn
two devotions in any discipline for every science. Some powers also have more specific
requirements, which are listed in the power’s description.

Psionic Strength Points


Psionic Strength Points, or PSPs, are the mental resources you use to activate your powers. As
you gain levels, your pool of PSPs increases. You use these points to activate and maintain
your powers. When you complete a long rest your PSP pool is restored to maximum, minus any
points spent on maintaining powers over the rest.

Power Cost
Each power has a cost, listed in its description. When you activate a power you must pay this
cost from your pool of PSPs. Many powers also have an enhance cost. When activating the
power you may pay this cost in addition to the initial cost to increase its effect. Most powers
with enhancement costs can pay the cost multiple times, scaling the effect for each time it is
paid. If a power has a limit to how many times it can be enhanced it will say so in its
description. Anything that is based on the cost of a power includes both the initial cost and the
PSPs spent on enhancing it.

Maintenance
Psionic powers do not have a duration, but some powers can have an effect that lasts longer
than a single round. These powers have a maintenance cost, listed with a number and a time
interval. You are able to continue that power’s effect as long as they pay the maintenance cost.
Maintaining your powers does require concentration, but you can maintain any number of
psionic powers at once as long as you pay the cost for each. In combat you pay the cost for
any power you wish to maintain at the start of your turn.
If you are forced to make a concentration check while maintaining your powers you make an
individual check for each power you are maintaining. Each power that fails the check
immediately stops functioning.

Normally you cannot sleep while concentrating, but some powers have a maintenance cost paid
per day. These powers can be maintained even while sleeping, but the cost must be paid every
morning after you wake up.

Mental Limit
Your mental limit is the amount of mental energy you can safely put into a single power.
Exceeding this limit puts an immense strain on your body. When activating a psionic power, for
every PSP spent beyond this limit you take 1d12 psychic damage. This limit includes any
enhancement costs paid when activating the power.

Defenses
All psionicists gain at least some ability to defend themselves from psionic contact, even if they
aren’t an expert in telepathy. You start with one defense of your choice at level 1, and gain
additional defenses as you level.

Psionic Sense
You gain the Psionic Sense talent, even though you do not have access to the Metapsionics
domain.

Psylocke Power Progression


Level PSPs Mental Disciplines Devotions Sciences Defenses
Limit

3 8 4 1 2 1 1

4 12 5 1 3 1 1

5 18 6 1 3 1 1

6 24 7 2 4 1 1

7 32 8 2 5 1 2

8 35 9 2 5 2 2

9 38 10 2 5 2 2

10 40 10 2 6 2 2
11 46 11 2 6 2 3

12 52 12 2 6 3 3

13 64 12 2 7 3 3

14 68 12 3 8 3 3

15 72 12 3 9 3 4

16 76 12 3 9 4 4

17 80 12 3 9 4 4

18 84 12 3 9 4 4

19 89 13 3 10 4 5

20 95 13 3 10 4 5

Psyblade
At 3rd level, you gain the ability to manifest a blade of psionic energy. This blade deals psychic
damage, and when using it your sneak attack also deals psychic damage. The blade can be
created as easily drawing a weapon, and dismissed with a thought. It costs you 2 PSPs to
activate the psyblade, and 1 PSP per round to maintain it. You may only manafest one
psyblade at a time, and only once per turn. The psyblade becomes stronger and gains new
abilities as you gain levels, according to the following table. A thrown Psyblade dissipates after
hitting its target or passing its listed range.

Level Attack Bonus Damage Additional Properties

3 +1 1d6+1 Light, Finesse

6 +1 1d6+1 Light, Finesse


Thrown (Range 20 ft)

9 +2 1d6+2 Light, Finesse


Thrown (Range 30 ft)

12 +2 1d8+2 Light, Finesse


Thrown (Range 40 ft)
Ignores Damage Resistance

15 +3 1d8+3 Light, Finesse


Thrown (Range 50 ft)
Ignores Damage Resistance
Can be any damage type when created
18 +3 1d8+3 Light, Finesse
Thrown (Range 60 ft)
Ignores Damage Resistance
Can be any damage type when created
Attack rolls are critical hits on a roll of 19 or 20

Psionic Ambush
Starting at 9th level, if you are hidden from a creature when you activate a psionic power on it,
the creature has disadvantage on any saving throw it makes against the power this turn.

Psionic Strike
At 13th level, you gain the ability to follow up your sneak attacks with a psionic power. When
you deal sneak attack damage to a target, you may activate a psionic power with a casting time
of 1 action against that target as a bonus action. The total cost of this power cannot be more
than 6 PSPs

Psychic Thief
At 17th level, your psyblade can now steal mental energy to replenish your own. When an
enemy is hit by your psyblade, you regain 2d6 PSPs. If the target has PSPs they lose the same
amount. If they don’t, they lose one point of intelligence, wisdom, or charisma, chosen
randomly. You cannot gain PSPs above your normal maximum with this power.

Barbarian Subclass - Path of the Mind


Very rarely, someone with psionic potential chooses the life of a barbarian. These individuals
can learn to tap into their powers through the Path of the Mind. Unlike other psionicists, Path of
the Mind Barbarians do not access their psionic power through training and discipline. Instead,
their powers are released through their rage and instincts. They struggle to control their powers
normally, but within the fury of their rage they can release immense psionic power.

Psionics
When you reach 3rd level, you begin developing your psionic abilities. Your psionic save DC
and psionic attack modifier is determined by charisma according to the following formula.
● Psionic save DC = 8 + your proficiency bonus + your constitution modifier
● Psionic attack modifier = your proficiency bonus + your constitution modifier
Disciplines
All psionic powers belong to one of six disciplines: clairsentience, psychokinesis,
psychometabolism, psychoportation, telepathy, and metapsionics. Within each discipline are
major powers, called sciences, and minor powers, called devotions. At 3rd level you gain
access to one discipline of your choice other than metapsionics or telepathy. You gain access
to more as you level, but cannot select metapsionics or telepathy as they require a much more
dedicated study of psionics.

Learning Powers
As you gain levels, you will learn talents, devotions, and sciences. Talents are powers that do
not cost any PSPs. There is one talent for each discipline, which you learn automatically when
you gain access to that discipline. You will also gain devotions and sciences. You must learn
two devotions in any discipline for every science. Some powers also have more specific
requirements, which are listed in the power’s description.

Psionic Strength Points


Psionic Strength Points, or PSPs, are the mental resources you use to activate your powers. As
you gain levels, your pool of PSPs increases. You use these points to activate and maintain
your powers. When you complete a long rest your PSP pool is restored to maximum, minus any
points spent on maintaining powers over the rest.

Power Cost
Each power has a cost, listed in its description. When you activate a power you must pay this
cost from your pool of PSPs. Many powers also have an enhance cost. When activating the
power you may pay this cost in addition to the initial cost to increase its effect. Most powers
with enhancement costs can pay the cost multiple times, scaling the effect for each time it is
paid. If a power has a limit to how many times it can be enhanced it will say so in its
description. Anything that is based on the cost of a power includes both the initial cost and the
PSPs spent on enhancing it.

Maintenance
Psionic powers do not have a duration, but some powers can have an effect that lasts longer
than a single round. These powers have a maintenance cost, listed with a number and a time
interval. You are able to continue that power’s effect as long as they pay the maintenance cost.
Maintaining your powers does require concentration, but you can maintain any number of
psionic powers at once as long as you pay the cost for each. In combat you pay the cost for
any power you wish to maintain at the start of your turn.
If you are forced to make a concentration check while maintaining your powers you make an
individual check for each power you are maintaining. Each power that fails the check
immediately stops functioning.

Normally you cannot sleep while concentrating, but some powers have a maintenance cost paid
per day. These powers can be maintained even while sleeping, but the cost must be paid every
morning after you wake up.

Mental Limit
Your mental limit is the amount of mental energy you can safely put into a single power.
Exceeding this limit puts an immense strain on your body. When activating a psionic power, for
every PSP spent beyond this limit you take 1d12 psychic damage. This limit includes any
enhancement costs paid when activating the power.

You find it much easier to unleash your powers while raging, so your mental limit is increased
when in this state.

Defenses
All psionicists gain at least some ability to defend themselves from psionic contact, even if they
aren’t an expert in telepathy. You start with one defense of your choice at level 1, and gain
additional defenses as you level.

Psionic Sense
You gain the Psionic Sense talent, even though you do not have access to the Metapsionics
domain.

Path of the Mind Power Progression


Level PSPs Mental Mental Disciplines Devotions Sciences Defenses
Limit Limit
(Raging)

3 8 2 8 1 2 1 1

4 12 3 10 1 3 1 1

5 18 3 12 1 3 1 1

6 24 4 12 2 4 1 1

7 32 4 13 2 5 1 2
8 35 5 13 2 5 2 2

9 38 5 14 2 5 2 2

10 40 5 14 2 6 2 2

11 46 6 15 2 6 2 3

12 52 6 15 2 6 3 3

13 64 6 16 2 7 3 3

14 68 6 17 3 8 3 3

15 72 6 18 3 9 3 4

16 76 6 19 3 9 4 4

17 80 6 20 3 9 4 4

18 84 6 21 3 9 4 4

19 89 7 22 3 10 4 5

20 95 7 25 3 10 4 5

Psionic Rage
At 3rd level, as your begin to manifest your psionic powers the following changes are made to
your Rage ability:
● You can activate and maintain psionic powers while raging. This does not give you the
ability to cast spells while raging.
● Spending an action using a psionic power does not end your rage, even if the power is
not an attack and you haven’t taken damage.
● You add your Rage Damage to the damage dealt by any psionic attacks. If the power is
enhanced you add your Rage Damage again for each level of enhancement.
● You gain resistance to Psychic damage, including the damage from exceeding your
mental limit.
● You gain advantage on intelligence, wisdom, and charisma saving throws. You also
gain advantage on constitution saving throws made to maintain concentration on your
psionic powers.

Augmented Rage
At 6th level you may select one psionic power you know to augment your Rage ability. The
power must meet the following criteria:
● The power’s activation cost cannot exceed your mental limit while raging. If the power
has an enhancement cost you cannot enhance it beyond your mental limit.
● The power must have a maintenance cost.
● The power cannot directly target an opponent.

Whenever you activate your rage ability you may also activate the selected power as part of that
action. You do not spend PSPs activating or maintaining the power, and you automatically pass
concentration checks to maintain the power. The power ends immediately when your rage
ends.

To change your selected power you must spend a full day on a personal ritual of your choice,
such as meditation or combat training.

Fury Attunement
At 10th level you gain the ability to sustain your mental reserves through the fury of your own
attacks. While raging, when you hit an opponent with a melee attack you regain 1 PSP. This
cannot increase your PSP total above your normal maximum. If your HP or PSP total are at
less than half of their maximum this is increased to 1d4 PSPs. If both your HP and PSP total
are at less than half of their maximum this is increased to 2d4 PSPs.

Mental Retaliation
At 14th level you gain the ability to strike back with your mind against those that strike you.
When you take damage from a creature that is within 5 feet of you, you can use your reaction to
activate a psionic power targeting that creature. The power cannot cost more than half your
mental limit.

Psionic Combat
Initiating Psionic Combat
Many telepathic powers require Contact, a power that establishes a mental link between you
and another creature. If a power’s range is listed as “Contact”, it means the power can be used
at any range but can only be used against a mind you have contacted. To establish Contact
with an unwilling opponent, you must first break down their mental defenses. This is done
through psionic combat.

To begin psionic combat you must know at least one of the five telepathic attacks. You use one
of these powers on an opponent like any other psionic power. This begins a psionic contest
between you and your opponent. If they have multiple defense modes they select one to use
against your attacks. If they have PSPs they may spend them on the enhance cost for their
defense mode to gain an additional bonus for the entire round of combat.

Attacking a Non-Psionicist
All minds have at least some defense against psionic contact. While a psionicist trains their
mind to learn a variety of defenses, a non-psionicist only has their natural subconscious
instincts. When attacked a non-psionicist will defend with one of the following powers, based on
their highest stat. If two or more stats are tied for highest, decide randomly (or if this is a PC,
allow the player to choose).

Int - Mental Barrier


Wis - Thought Shield
Cha - Mind Blank

Making a Psionic Attack


First compare your attack to their defense on the following chart. Add this modifier to your
proficiency bonus and your modifier for the attribute listed in the attack description. This is your
attack bonus.

Mind Blank Thought Mental Intellect Tower of Iron


Shield Barrier Fortress Will

Mind Thrust +2 +6 0 -4 -5

Ego Whip +9 -3 +3 -4 -6

Id Insinuation +1 +3 +6 -1 -2

Psychic +5 +5 +5 -2 -4
Crush

Psionic Blast +8 +5 +3 -1 -2

The defender adds their proficiency bonus to their attribute bonus listed in their defense power.
If they paid the enhance cost of the defense power they add that bonus as well. These three
values added together are their defense bonus.

The attacker and defender each roll 1d20 and add their respective bonuses. If the attacker’s
result is higher than the defender’s result then the attacker establishes one tangent.
Resolving Psionic Combat
Every psionic attack power lists the number of attacks that it can make when activated to
establish contact. The combat continues until the attacker has made that number of attacks, or
they have established three tangents. Upon establishing the third tangent the attacker now has
Contact against the defender, as described in the Contact power.

Feats
Mental Reserves
Prerequisite: You have the psionics class feature

You gain +1 to the primary attribute of your psionic ability.

Your maximum PSPs are increased by 2 for each Science you know.

Focused Power
Prerequisite: You have the psionics class feature.

You gain +1 to the primary attribute of your psionic ability.

Your Mental Limit is increased by 1.

Mental Defenses
You have some ability to defend yourself against psionic attacks that goes beyond standard
natural defenses. You gain a small amount of psionic energy, which you can use to enhance
your natural defenses as if you were a psionicist. You gain the following benefits:
● You gain +1 to the attribute associated with your natural psionic defense
● You gain 6 PSPs as long as you do not have the psionics class feature.

Wild Talent
Prerequisite: You do not have the psionics class feature

You manifest a latent psionic talent. Unlike a psionicist, you have no control over what form this
talent takes. You roll on the following table and gain the power(s) and PSPs listed in that entry.

If you later gain the psionics class feature you use this PSP total or the PSP total from the class,
whichever is higher. You use the mental limit of your class, except you can use the mental limit
from this feat when activating your wild talent power(s). The powers gained from your wild
talent count toward your total known powers from the psionics class feature.

If a power lists Combat Mode, you gain one of the following powers of your choice:
Mind Thrust
Ego Whip
Id Insinuation

Roll Power(s) Mental Limit PSPs

1 All-Round Vision 3 7

2 Combat Mind 4 12

3 Danger Sense 6 10

4 Environment 6 6

5 Feel Light 2 6

6 Feel Sound 1 3

7 Hear Light 2 6

8 Know Direction 1 1

9 Know Location 6 6

10 Poison Sense 2 2

11 Predestination 17 17

12 See Sound 2 6

13 Spirit Sense 6 6

14 Weather Prediction 3 3

15 Aura Sight 10 22

16 Clairaudience 7 17

17 Clairvoyance 10 24

18 Object Reading 12 12

19 Animate Object, 7 15
Telekinesis

20 Animate Shadow 1 3
21 Ballistic Attack, 4 4
Telekinesis

22 Compact 13 25

23 Control Body, 12 26
Telekinesis

24 Control Flames, 2 4
Telekinesis

25 Control Light 3 5

26 Control Sound 3 5

27 Control Wind, 13 25
Telekinesis

28 Create Sound, 5 11
Control Sound,
Telekinesis

29 Ghost Writing, 2 4
Molecular
Manipulation

30 Inertial Barrier, 7 17
Telekinesis

31 Molecular Agitation 2 6

32 Molecular 6 16
Manipulation,
Telekinesis

33 Opposite Reaction 5 5

34 Soften 4 10

35 Create Object, 14 24
Telekinesis

36 Detonate, Molecular 12 12
Agitation, Telekinesis

37 Disintegrate, 16 16
Telekinesis, Soften

38 Gravelstorm, 13 23
Telekinesis, Ballistic
Attack
39 Project Force, 10 10
Telekinesis

40 Telekinesis 2 4

41 Adrenalin Control 6 14

42 Biofeedback 3 3

43 Body Control 13 19

44 Body Equilibrium 2 6

45 Body Weaponry 5 11

46 Catfall 4 4

47 Cause Decay 10 10

48 Cell Adjustment 4 4

49 Chameleon Power 6 8

50 Chemical Simulation 4 10

51 Displacement 3 9

52 Double Pain 9 19

53 Ectoplasmic Form 13 27

54 Expansion 4 6

55 Flesh Armor 2 4

56 Graft Weapon 2 4

57 Heightened Senses 6 8

58 Lend Health 4 4

59 Pheromone 12 14
Discharge

60 Reduction 2 4

61 Rigidity 6 10

62 Share Strength 7 13

63 Animal Affinity 10 16

64 Complete Healing, 10 10
Cell Adjustment

65 Energy Containment 15 45

66 Life Draining 12 20

67 Metamorphosis 13 25

68 Shadow Form 9 15

69 Astral Projection 12 16

70 Deep Pockets 2 4

71 Dimensional Door 4 8

72 Dimension Walk 12 14

73 Dissipating Touch, 4 4
Teleport

74 Dream Travel 4 4

75 Ethereal Traveler 16 20

76 Impossible Shot, 4 4
Dimension Door

77 Teleport Object, 2 2
Teleport

78 Teleport Trigger, 4 10
Teleport

79 Time Shift, Teleport 6 6

80 Time/Space Anchor 5 9

81 Vanish, Teleport 5 5

82 Banishment, Teleport 13 21

83 Probability Travel 12 26

84 Summon Planar 13 13
Creature, Teleport

85 Teleport 4 4

86 Attraction, Contact, 5 20
Mindlink, Combat
Mode
87 Aversion, Contact, 9 20
Mindlink, Combat
Mode

88 Awe, Contact, 4 15
Mindlink, Combat
Mode

89 Conceal Thoughts 3 7

90 Daydream, Contact, 4 13
Mindlink

91 ESP, Contact 6 16

92 False Sensory Input, 4 16


Contact, Mindlink,
Combat Mode

93 Impossible Task, 10 25
Contact, Mindlink,
Combat Mode

94 Invincible Foes, 7 22
Contact, Mindlink,
Combat Mode

95 Invisibility, Contact, 5 18
Mindlink, Combat
Mode

96 Life Detection 3 9

97 Mind Bar 5 11

98 Mysterious Traveler 2 2

99 Phobia Amplification, 5 18
Contact, Mindlink,
Combat Mode

100 Psychic Messenger 10 10

101 Repugnance, 9 32
Contact, Mindlink,
Combat Mode

102 Send Thoughts, 4 5


Contact

103 Sight Link, Contact, 7 22


Mindlink, Combat
Mode

104 Sound Link, Contact, 5 18


Mindlink, Combat
Mode

105 Synaptic Static 14 34

106 Taste Link, Contact, 4 14


Mindlink, Combat
Mode

107 Telempathic 4 13
Projection, Contact,
Mindlink, Combat
Mode

108 True Worship, 5 9


Contact

109 Truthear, Contact, 5 18


Mindlink, Combat
Mode

110 Domination, Contact, 14 51


Mindlink, Combat
Mode

111 Ejection 8 8

112 Fate Link, Contact, 13 34


Mindlink, Combat
Mode

113 Mindlink, Contact 2 5

114 Mindwipe, Contact, 14 51


Mindlink, Combat
Mode

115 Probe, Contact, ESP 8 27


Combat Mode

116 Superior Invisibility, 13 30


Invisibility, Contact,
Mindlink, Combat
Mode

117 Disjoint Psionics, 12 12


Psionic Inflation
118 Psychic Bolt 6 6

119 Stasis Field 15 35

120 Psionic Storm, 13 17


Psychic Bolt

Psionic Powers
Clairsentience

Talent

Glance
Casting Time: 1 Action
Range: 5 ft

You shift your perception 5 ft in any direction for 1 round. You don’t physically move, but until
your next turn you can see and hear as if you were in an adjacent square. You can use this
ability to shift your perceptions to the other side of a barrier as long as it is less than 3 ft thick. If
you have any active Clairsentience powers that augment your senses they also function while
your sight is shifted.

Devotions

All-Round Vision
Casting Time: 1 Bonus Action
Initial Cost: 1 PSP
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per minute
Range: N/A
Prerequisites: None

This power gives you “eyes in the back of your head” - and in the sides and on top, as well. (Of
course, this is figurative; you do not literally sprout eyeballs.) In effect, you can see in all
directions simultaneously. Besides its obvious applications when combined with the
clairvoyance power, all-round vision prevents anyone from sneaking up on you without some
sort of concealment. While this power is active you can no longer be flanked, but you suffer
disadvantage on saving throws against gaze attacks because you are unable to avert your
gaze.

Combat Mind
Casting Time: 1 Bonus Action
Initial Cost: 4 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: 4 PSP per round
Range: N/A
Prerequisites: None

You focus your senses on an opponent, to the exclusion of all others. You may focus your mind
on offence to gain advantage on attack rolls against that target, or defense to give disadvantage
to attack rolls from that target against you. This focus does reduce your ability to react to other
threats, so any enemy that isn’t the target of Combat Mind gains advantage on attacks against
you. If you enhance this power you gain the benefit of both the offense and defense abilities
against the target.

Danger Sense
Casting Time: 1 Action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per hour
Range: N/A
Prerequisites: None

When using danger sense, you will experience a slight tingling sensation at the back of your
neck when a hazard or threat is near. This power does not give you any specific information
about the type of danger. You do not learn how or when it will strike. However, you do learn
the general direction of the threat.

While danger sense is active you may act in the first round of combat, even when surprised. If
you can communicate the danger to your allies you can extend this ability to them as well. You
also gain advantage on initiative checks, and you may use your reaction to give an enemy
disadvantage on an attack roll or gain advantage on a saving throw against an enemy’s attack.

Environment
Casting Time: 1 action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Unlimited
Prerequisites: None

This power lets you get a sensory image of the present surroundings of a particular nonliving
item. You need not have any idea where the object is when the power is used, but you must
concentrate on a specific, familiar item. For instance, “my friend’s metal dagger” is fine, but “the
nearest metal dagger” is not.

You receive an all-round sensory “snapshot” from the item’s surroundings: visual, olfactory,
aural, and temperature signals. The power itself gives no notion of direction or distance to the
item in question, though you may be able to deduce its location from the sensory signals.

If the item has been destroyed before the power is used, it automatically fails. A concealed item
(for example, in a pocket) gives a black visual image and insignificant olfactory, aural, and
temperature signals.

Feel Light
Casting Time: 1 Action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per hour
Range: N/A
Prerequisites: None

This extrasensory power allows you to experience light through tactile sensations (by touch).
Your entire body becomes a receiver for light waves. In effect, your body replaces your eyes;
you can see what your eyes would normally reveal. This power does not allow you to see in the
dark, since there must be light for you to feel. Nor does it counter magical darkness, which
actually blocks or destroys light waves. If you close your eyes and rely entirely on your sense of
touch you are immune to gaze attacks.

Feel Sound
Casting Time: 1 Action
Initial Cost: 1 PSP
Enhance Cost: N/A
Maintenance Cost: 1 PSP per hour
Range: N/A
Prerequisites: None

This power is almost identical to feeling light, but it makes your body sensitive to sound. It
allows you to continue hearing when your ears are disabled. This power does not detect sound
where there is none, however, nor is it effective inside magical silence. You gain advantage on
saving throws against sonic attacks and effects, including magical songs.
Hear Light
Casting Time: 1 Action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per hour
Range: N/A
Prerequisites: None

This extrasensory power resembles “feel light”, but it relies on your hearing rather than your
sense of touch. Any light waves which reach you are converted to sound, and you “hear” the
image. The image your mind perceives is just like an image offered by normal sight, and you
suffer no penalties for anything requiring vision. If you close your eyes and rely entirely on your
sense of hearing you are immune to gaze attacks.

Know Direction / Location


Casting Time: 1 Minute
Initial Cost: 1 PSPs
Enhance Cost: 5 PSPs
Maintenance Cost: N/A
Range: N/A
Prerequisites: None

You become your own compass. After using this power, you know which way is north. You can
also tell if the ground you’re standing on is sloped.

If you pay the enhancement cost this power reveals general information about your location.
The information is usually no more detailed than the response of a simple farmer when asked,
“Where am I?” Typical answers include “a few miles south-west of Waterdeep… as the crow
flies,” “in the house of Kilgore the taxidermist,” or “adrift on the Blood Sea.”

You can get additional information that is less specific than the initial answer by asking for it.
For example, if the first response is “you’re in the house of Kilgore the Taxidermist” you might
then ask where the house is. The DM might answer by saying Kilgore’s house is in Chendl, in
the Kingdom of Fuyondy.

Location Attunement
Casting Time: 1 Action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: None or 3 PSPs per hour
Range: Infinite
Prerequisites: None
With this power, you can attune yourself to your current location. You may be attuned to one
location at a time without paying a maintenance cost, but each additional location requires you
to pay 3 PSPs per hour. If you stop paying the maintenance cost you must select one location
to keep and discard the others. When you activate this power you can decide to add this
location or replace your currently attuned location.

As long as you are attuned to a location you can pay 1 PSP to instantly know where that
location is relative to your current position. This gives you the direction and distance, but does
not provide any additional information such as how to navigate a maze between you and the
location.

When you use a power that can be enhanced to increase its range, you gain one additional
level of enhancement for free while targeting the location you’re attuned to.

Poison Sense
Casting Time: 1 Action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 5 ft
Prerequisites: None

This power enables you to detect the presence of poison and identify its location within 5 ft of
your body (or in your presence if you are using clairvoyance or traveling astrally). The type of
poison is not revealed, only its presence. Any poison, including animal venom, can be detected.

Predestination
Casting Time: 1 hour
Initial Cost: 17 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch
Prerequisites: Precognition

This power lets you predict the general destiny of a single creature. That destiny is based on
the current situation only - future actions may change the target’s predicted destiny.

You must spend a full hour alone with the subject ( or isolated if you are using the power on
yourself). The two converse about the past and present, and the subject makes known their
plans for at least the immediate future. If the subject is not completely honest with you, the
power automatically fails.
The DM makes a DC 17 insight check secretly. If successful, you gain a broad understanding
of the target creature’s prospects for one year in the future. This comes in a general statement
of one or two words such as “favorable”, “great riches”, “little change”, or “possible death”. This
power gives no great detail.

You and the subject are both aware that these predictions are subject to change. Your
impressions are based solely on inertia generated by past and present events, they are no
guarantee of the future.

See Sound
Casting Time: 1 Action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per hour
Range: N/A
Prerequisites: None

This power enables you to perceive sound waves visually - with your eyes - by converting the
sound waves to light impulses. (It works in much the same way as feel light.) You can only
use this power if you can see normally. You can see sound even in darkness, because sound
waves do not require light. You can still be “blinded” by silence, however.

Spirit Sense
Casting Time: 1 Action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 50 ft
Prerequisites: None

Using this power allows you to sense the presence of “spirits” within 50 ft - meaning ghosts,
banshees, wraiths, haunts, and other noncorporeal undead. If a spirit frequently haunts the
location at hand, you will know it. You will also know when a spirit is within 50 ft, but you won’t
be able to pinpoint its location.

Weather Prediction
Casting Time: 1 Action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: N/A
Prerequisites: Precognition
With this power, you can accurately predict the weather conditions for your present location.
The forecast reaches 24 hours into the future, giving you precise knowledge of temperature,
wind speed and direction, cloud cover, and any natural storms. This only predicts naturally
occuring weather, not magically induced conditions.

Sciences

Aura Alteration
Casting Time: 10 minutes
Initial Cost: 6 PSPs
Enhance Cost: 8 PSPs
Maintenance Cost: N/A
Range: Touch
Prerequisites: Aura Sight

With aura alteration, you can temporarily disguise a person’s aura or remove afflictions like
curses, geases, and quests.

Disguise: You can change anything about a person’s aura that could be revealed by the power
Aura Sight. The disguise is temporary, lasting 1d6 hours. The DM should make this roll in
secret, when you make the change you have no idea how long it will last before their true aura
reasserts itself. Each quality of the aura you wish to change requires an individual use of this
power. If someone attempts to read the target’s aura they must make a wisdom saving throw.
If they succeed they see through the alteration.

Repair: Because curses, geases, and quests are imprinted on a character’s aura, they can be
removed with this power. To use Aura Alteration in this way, you must pay the enhance cost.
You then make an insight check to attempt to remove the affliction. If the affliction was caused
by an ability that allowed a saving throw, the DC to remove it is equal to the original saving
throw DC. If it didn't allow a saving throw, the DM should determine the DC to repair the
condition.

Aura Sight
Casting Time: 1 Action
Initial Cost: 10 PSPs
Enhance Cost: N/A
Maintenance Cost: 6 PSPs per round
Range: 50 Ft
Prerequisites: None
An aura is a glowing halo or envelope of colored light which surrounds all living things. It is
invisible to the naked eye. A creature’s aura reflects their strength, intentions, and experiences.

When you use this power, you can see auras. Interpreting an aura requires some
concentration. You must be careful in how you interpret what you see however, while an aura
never lies its meaning isn’t always obvious. With each round of concentration you can learn
only one piece of information.

Strength: The individual’s overall strength. You learn their total hit dice or levels, but do not
learn their specific powers or abilities.

Intentions: You learn their current emotional state. This can give you some insight into why
they may act a certain way, but it isn’t mind reading. For example, a potential mercenary
hireling could be confident because they believe the boasts they’re making or because they
believe that you’re falling for their lie. You can read their intentions again in a subsequent round
to tell if their emotional state has changed.

Experiences: You learn of a recent event that had a strong emotional effect on the individual,
and what that effect was. You get only the most basic information about the event. For
example, you may learn that a death made them happy but you won’t learn who died or why
they were happy about it. Every round you focus on their experiences you can learn of a
previous event, up to a total number of events equalling ⅓ of your Psionicist level.

You can be reasonably discreet when you use this power. You don’t have to poke at the
subject or give them the hairy eyeball. However, you do need to gaze at the subject intently. If
you try to sense auras of people you’re conversing with, they will notice that you’re staring and
probably will be uncomfortable.

Aura Sight does not act on the target directly, so there is no way to resist this power. However,
some spells and psionic powers may hide or alter a character’s aura, causing this power to fail
or provide incorrect information.

Clairaudience
Casting Time: 1 Minute
Initial Cost: 7 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: 5 PSPs / round
Range: 100 ft
Prerequisites: None

Clairaudience allows you to hear sounds from a distant area. You pick a spot within range. You
then can hear everything that you would be able to hear normally if you were standing in that
spot. If you have enhanced senses, the senses apply to clairaudience as well.
You may enhance this power to increase its range, according to the following table:
Enhancement Level Range

0 100 ft

1 1 mile

2 10 miles

3 100 miles

4 1,000 miles

5 10,000 miles

Using clairaudience does not screen out background noise around you. If something in your
own neighborhood is raising a racket, you may have trouble hearing what is happening
somewhere else. Clairaudience also does not give you the ability to understand a foreign or
alien language, nor does it help you interpret sounds. For example, if you hear furniture
scraping across the floor you can only guess if it’s a chair or something else - just as if you
heard it while blindfolded.

Clairvoyance
Casting Time: 10 minutes
Initial Cost: 10 PSPs
Enhance Cost: 2
Maintenance Cost: 7 PSPs per round
Range: 100 ft
Prerequisites: None

Clairvoyance allows you to see images from a distant area. You pick a viewing spot anywhere
within rage. You can then see anything that you could normally see if you were standing in that
spot. Your field of vision is no wider than usual, but you can scan the area by turning your
head.

You may enhance this power to increase its range according to the following table:
Enhancement Level Range

0 100 ft

1 1 mile

2 10 miles

3 100 miles
4 1,000 miles

5 10,000 miles

Clairvoyance does not replace your normal eyesight. You can still “see” what is actually before
you, but the distant scene is superimposed. For this reason, most clairvoyants close their eyes
to avoid the confusion of images.

Clairvoyance does nothing to enhance your vision. Unless some other power or magic is at
work, you still cannot see objects that are invisible, hidden in shadow, or behind other objects.
This power also provides no sound, so you actually see a kind of silent movie (without subtitles,
of cours).

Once the viewing spot is chosen, it is fixed in space. To enjoy the view from another location,
you must use this power another time. Your clairvoyant presence is undetectable by normal
means. It cannot be dispelled, repelled, or kept away by any form of magic.

Object Reading
Casting Time: 10- minutes
Initial Cost: 6 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: N/A
Range: Touch
Prerequisites: None

Object Reading is the ability to detect psychic impressions left on an object by its previous
owner, including their race, sex, age, and the circumstances of their ownership. The amount of
information gained depends on how much you enhance this power, according to the following
table:

0 Last owner’s race

1 Last owner’s sex

2 Last owner’s age when they lost the item

3 Last owner’s name

4 Last owner’s emotional connection to the item, if any.

5 How the last owner gained and lost the item, including how long ago the
item was lost.
Precognition
Casting Time: 10 minutes
Initial Cost: 18 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: N/A
Prerequisites: None

Precognition enables you to foresee the probably outcome of a course of action. This foresight
is limited to the near future - no more than several hours from the time you use the power.
Furthermore, you must describe the intended course of action in some detail in order to
establish the course of events.

The DM makes a check for you secretly, rolling 1d20 and adding your Wisdom modifier. If they
roll a 1, you see your own death in a particularly nasty and grisly way and must make a DC 15
Con saving throw. If you fail the save you are so completely shaken up by the vision that you
gain an additional level of Exhaustion (in addition to the Exhaustion normally resulting from the
use of this power).

If the result is not a 1, the DM should consult the following chart and provide an appropriate
amount of information about the intended course of action.

7 or Less Misleading information about the likely outcome, potentially


including inaccurate ‘insights’ into unforeseen events.

8 - 13 An extremely vague sense of the most likely outcome of the


described course of events.

14 - 20 A detailed description of the likely result of the intended course of


action, excluding anything that the player has no knowledge of.

21+ A detailed description of the likely result of the intended course of


action, including likely events the player has no knowledge of that
will affect the outcome.

Even when it’s successful, precognition offers no guarantees. You see only one possible (albeit
likely) outcome to a specific course of action. If the characters involved deviate from the actions
you described ,then they are changing the conditions and the lines of time, thereby making
other outcomes more likely. Die rolls also play a large part in a precognition’s inaccuracy. The
DM cannot be expected to engineer die rolls to the players’ advantage, and even events with a
95% certainty fail to occur 5% of the time. Anyone who relies on precognition to the exclusion
of caution and common sense is asking for trouble.

Precognition is tiring. Regardless of outcome, you gain one level of Exhaustion.


Sensitivity to Psychic Impressions
Casting Time: 1 minute
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: 14 PSPs per minute
Range: 100 ft radius
Prerequisites: None

With this power, you gain a sense of history. You perceive the residue of powerful emotions
which were experienced in a given area. These impressions offer you a picture of the location’s
past.

Battles and betrayals, marriages and murders, childbirth and great pain - only events which
elicited strong emotional or psychic energy leave their impression on an area. Everyday
occurrences leave no residue for you to detect.

When sensing an area, you first learn of the most recent event which left a strong impression.
Each minute that you maintain this power allows you to learn of another event, going in reverse
chronological order until you no longer maintain the power or there are no noteworthy events left
to sense.

Your understanding of these events is vague and shadowy, as if you were viewing a dream.
The dominant emotion involved - anger, hate , fear, love, ect. - comes through very clearly. The
psychic impression left on an area fades with time, so as you delve further into the past you will
only sense impressions strong enough to last and the impression of the event becomes more
vague. This is subject do DM discretion, but in general impressions that last dozens or
hundreds of years tend to either have a strong effect on many or an extremely profound effect
on an individual.

Psychokinesis

Talent

Fire Burst
Casting Time: 1 Action
Range: 60 ft

With a thought, you ignite the air around a target. That creature must make a dexterity save or
take 1d10 fire damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10),
and 17th level (4d10).
Devotions

Animate Object
Casting Time: 1 Action
Initial Cost: 7 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: 4 PSPs per round
Range: 150 ft
Prerequisites: Telekinesis

Inanimate objects can be “brought to life” with this devotion. The objects are not actually alive,
but they move under your control. For example, chairs may walk, trees may dance, and stones
may waddle around. Once animated, you may spend a bonus action to control the object
making up to one movement and up to one attack action.

The object being animated must weight 50 pounds or less. Once animated, all materials
become flexible to some extent. Fluid motion is not common. The animated item moves more
like a puppet. Its movements are jerky and clumsy, and if the item was rigid to begin with, it
makes a loud creaking, groaning, or grating sound. It can move 30 ft per round. It can attack
as a club, dealing 1d6 damage. It gains your psionic attack modifier to hit and damage.

Each level of enhancement increases the weight you can animate by 50 lbs, and increases the
damage its attacks deal by 2d6.

Animate Shadow
Casting Time: 1 Action
Initial Cost: 1 PSP
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: 100 ft
Prerequisites: None

With this devotion you can animate the shadow cast by anyone or anything and make it seem to
have a life of its own. The shadow can even move away from the person or thing that cast it. It
must, however, remain flatly cast along a surface. It can never be more than two-dimensional.

An animated shadow can’t really do anything other than startle or amuse someone. It cannot
attack or disrupt concentration. In this regard, it is similar to a cantrip’s effect. It can serve as a
diversion by entertaining someone or attracting a guard’s attention.

Ballistic Attack
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: 4 PSPs
Maintenance Cost: N/A
Range: 30 ft
Prerequisites: Telekinesis

Lift a nearby rock or other small object and project it at a target within range. Make a ranged
attack against the target. On a successful hit the target takes 2d6 points of bludgeoning
damage.

Each level of enhancement increases the damage by 2d6.

Compact
Casting Time: 1 Action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 6 PSPs per round
Range: 10 ft
Prerequisites: None

With this power, you can take any non living material and compact it into a smaller size. The
material retains its original mass, but its substance is compressed. Each use of this power cn
compact 10 cubic feet of material into one cubic foot of space. Volumes smaller than 10 cubic
feet are reduced by nine tenths. The material can be gaseous, liquid, or solid, and reacts to
temperature changes normally while compacted. It will remain compacted for as long as you
pay the maintenance cost, then it quickly expands to its original size, exerting tremendous force.

When expanding, the material forces its way around existing things. For instance, and
expanding boulder on a surface of sand causes no damage, but compacted water poured into
the cracks of stone severely damages the stone when it expands. If carefully applied, each
cubic foot of compacted materials can cause as much as 25 points of damage to a structure on
expansion. A creature that ingests compacted materials takes 1d20 points of damage per
ounce taken in when the material re-expands. Expansion is quick, but not explosive.

Control Body
Casting Time: 1 Action
Initial Cost: 12 PSPs
Enhance Cost: N/A
Maintenance Cost: 7 PSPs per round
Range: 100 ft
Prerequisites: Telekinesis
This devotion allows psychokinetic control of another person’s body. In effect, the victim
becomes a marionette. They know that someone else is pulling the strings, though, and they’re
probably mad as all get-out.

Before this devotion actually works, you must engage in a psychic contests, pitting your psionic
ability directly against the victim’s Strength. They must make a strength saving throw. If they
succeed they break free, but you only lose 6 PSPs rather than the full 12.

If the power works, you have rudimentary control over the victim’s limbs. You can make the
victim stand up, sit down, walk, turn around, etc. The body can be forced to attack physically,
but with disadvantage on attack rolls. The victim keeps control over their own voice and can
say whatever they like.

The victim must stay within the 100 ft range or your control is broken automatically. If the body
is forced to do something obviously suicidal, like walking off a cliff or poking at a red dragon, the
victim can make another saving throw to regain control (the adrenaline rush of imminent danger
gives them renewed strength).

At the start of each of your turns the victim gets a new saving throw, and they gain advantage
on if they spent their previous turn doing nothing but struggle against your control If they fail
you may pay the maintenance cost to continue your control over them.

Control Flames
Casting Time: 1 round
Initial Cost: 2 PSPs
Enhance Cost: 4 PSPs
Maintenance Cost: 1+ PSPs per round
Range: 150 ft
Prerequisites: Telekinesis

By controlling flames, you can make a normal fire bigger, smaller, hotter, or colder. You can
even make it move around as if it were a living creature.

If you increase the fire’s size it deals an additional 1d6 damage for every round of concentration.
If decreased, the damage it deals is reduced by 1d6 per round until it is snuffed out.

An animated fire can move up to 45 ft per round. It can be shaped like a person or an animal,
as long as it covers no more than 10 square feet of ground. If the fire moves away from its fuel,
it can survive for only one more round , then dies out.

An animate fire can also attack by engulfing an opponent. You must make an attack roll using
your psionic attack bonus. If successful, the attack causes 1d6 points of damage.
For each level of enhancement, you can increase or decrease a fire’s size by an additional 2d6
damage per round or animate a fire that deals an additional 2d6 damage. Each level of
enhancement also increases the maintenance cost by 2 PSPs per round.

Control Light
Casting Time: 1 Round
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: 60 ft
Prerequisites: None

You can manipulate existing light with this devotion. You cannot create light from darkness, but
you can create darkness from light. This power can accomplish the following, and anything else
the DM allows:
● Deepening existing shadows, making them inky black. Anyone hiding in this shadow
gains advantage on their stealth roll.
● Lighten existing shadows, giving disadvantage to anyone attempting to hide in them.
● Brighten a light source until it hurts to look at it. This gives everyone exposed to the light
disadvantage on attack rolls.
● Dim a light source until it resembles twilight.
● Extend shadows into areas that are otherwise well lit. Only an existing shadow can be
extended, but its size can be increased by 200% (i.e., its size can be tripled).
● Extend light into areas that are otherwise in shadow. Shadows can be reduced in size
by 50%.

Control Sound
Casting Time: 1 Round
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: 60 ft
Prerequisites: None

This power allows you to shape and alter existing sounds. As a woman speaks, for example,
you could change her words into a lion’s roar, or even into different words. Or you could
disguise the sound of 20 men marching past a guard as falling rain. Sounds can also be
layered - so that one singing person sounds like an entire choir, for example.

The power can also dampen a sound. You must specify which sound you intend to eliminate;
the power has no area of effect. For example, you might quiet the sound of a hammer, muffle
the words from someone’s mouth, or eliminate the creaking of a door. You could not do all
three simultaneously, however.
Control Wind
Casting Time: 1 round
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 6 PSPs per round
Range: 1500 ft
Prerequisites: Telekinesis

You can gain limited control over wind speed and direction with this devotion.. The speed of
any existing wind can be increased or decreased by 10 miles per hour or 25%, whichever is
greater. The direction of the wind can also be changed by up to 90 degrees.

The changes are temporary, lasting only as long as you pay the maintenance cost. The
changes occur within moments after you will them, and die out in less than a minute when you
stop maintaining them.

Winds above 19 miles per hour prevent anything smaller than a man or condor from flying, and
missile attacks are made with disadvantage. They also whip up waves on the sea and make
sailing difficult. Winds gusting at over 32 miles per hour cause minor damage to ships and
buildings. These gusts also kick up clouds of dust, and prevent all but the largest creatures
from flying. Winds over 55 miles per hour prevent all flight, knock down trees and wooden
buildings, and threaten to swamp ships. Winds over 73 miles per hour are hurricane gales.

Enhancing this power increases your ability to control the wind’s speed. Each level of
enhancement allows you to increase or decrease the wind speed by an additional 10 mph.

Create Sound
Casting Time: 1 Round
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: 100 ft
Prerequisites: Telekinesis, Control Sound

Unlike the control sound devotion, this power allows you to create sound from silence. That
means you can choose the source or location of the sound. For example, you can make rocks
sing, weapons cast insults, and trees sound as if a battle is occuring inside. The csound can be
as soft as a whisper or as loud as several people shouting in unison. Once the sound is
created, you can control it without expending additional PSPs (other than maintenance).

Created sounds cannot have any magical effect. You aight duplicate a banshee’s wail, for
example, but it cannot harm anyone.
Ghost Writing
Casting Time: 1 round
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSPs per round
Range: Unlimited
Prerequisites: Molecular Manipulation

With this power you can write messages on blank paper, parchment, or papyrus at a distance.
The sheet can lie by itself, among many others, rolled into a scroll, etc. You must know of the
sheet’s existence and its present location. If the sheet is no longer where you remember it, the
power fails. You mentally darken the sheet in a thin, continuous line, forming, with time and
effort, letters, words, and sentences. You can form up to 5 words per round. You receive no
clairvoyance during the power’s use - you do not get an impression of whether or not the
intended people read your message, only that it has been so written. Anyone can read the
message once transmitted.

Inertial Barrier
Casting Time: 1 round
Initial Cost: 7 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 PSPs per round
Range: 5 ft
Prerequisites: Telekinesis

The inertial barrier is a defense. You create a barrier of ‘elastic’ air around yourself and anyone
else within 5 ft. Like an unpoppable, semipermeable bubble, this barrier helps soften missile
blows and can shield those inside from many forms of damage.

Specifically, the barrier helps protect against the following, by absorbing some (or with luck all)
of the potential damage:
● Any non magical missile weapon.
● Any physical missile which was created with magic.
● Any missile with magical pluses.
● Flames.
● Some breath weapon attacks, depending on the nature of the breath.
● Acid. The barrier stops or slows the attack. This doesn’t matter much if the acid comes
from above, because it just drips on the characters.
● Gas. The barrier turns it aside, at least partially (depending on the defender’s die roll),
but after 10 rounds it will eventually work its way inside and take full effect.
● Falling. With an inertial barrier in place you suffer only one-half damage from a fall; the
barrier absorbs a lot of the impact, but you still get banged around inside.
The inertial barrier has no effect against the following:
● Missiles conjured from pure magic.
● Raw heat or cold.
● Pure energy or light.
● Gaze weapons.

Furthermore, the barrier cannot keep enemies out, but it does slow them a bit. Anyone trying to
cross the barrier must stop moving when they hit it. They can then cross inside (or outside) on
the next round.

Handling Missile Attacks: The inertial barrier saps energy from missile weapons by tightening
around them as the pass through. If a missile strikes its target inside the barrier, the attacker
rolls damage normally. The defender then rolls the same type of die (as the attacker just did) to
see how much damage the barrier absorbed. The defender does not include any magical
pluses the weapon may have.

The defender then subtracts the result of their die roll from the attacker’s damage. IF anything
is left over, the defender loses that many hit points. If the defender's roll equals or exceeds the
total damage, the weapon falls harmlessly to the ground. If the missile is explosieve, the barrier
does prevent damage, but not the explosion.

The barrier does not differentiate the direction of travel. If a weapon is fired from the inside, the
penalties above still apply.

Levitation
Casting Time: 1 round
Initial Cost: 6 PSPs
Enhance Cost: 1 PSP
Maintenance Cost: 2 PSPs per round
Range: N/A
Prerequisites: Telekinesis

Levitation allows you to float. It is the use of telekinesis on oneself.

You can lift yourself at the rate of 30 ft per round. You can descend as quickly as you want by
simply letting yourself fall, then slowing down as you near the ground.

Levitation is not flying; it doesn’t provide any horizontal movement. You can hover motionless,
and will drift with the wind, however. You can also push yourself off a wall or other fixed object
and drift up to 30 ft per round in a straight line, but you can’t stop until you meet another solid
object or lower yourself to the ground.

Two other powers - control wind and project force - can help you propel yourself forward.
Control wind allows you to determine the direction in which you drift. Project force allows you to
create a “wall” wherever it’s wanted; movement is up to 30 ft per round, in any direction. Each
change of direction or speed is a distinct use of the power, however, and costs PSPs.

You can always levitate your own weight plus 25 lbs. Additional weight, however, such as
equipment or passengers, is a hindrance. You must enhance the ability once for every
additional 25 pounds of added weight.

Molecular Agitation
Casting Time: 1 bonus action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: 60 ft
Prerequisites: None

Molecular agitation enables you to excite the molecules of a substance: paper ignites, wood
smolders, skin blisters, water boils, etc. The list below shows what’s possible, depending on
how many rounds the substance is agitated.

1 round: Readily flammable materials (e.g. paper, dry grass) ignite, skin becomes red and
tender (1 point of damage), wood becomes dark.

2 rounds: Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4
points of damage), hair smolders, paint shrivels.

3 rounds: wood ignites, metal scorches (1d4 points of damage), skin burns away (1d6 points of
damage), water boils, lead melts (damage does not increase after this round, but it does
continue).

4 rounds: steel grows soft

5 rounds: steel melts

Molecular Manipulation
Casting Time: 1 round
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 PSPs per round
Range: 30 ft
Prerequisites: Telekinesis

This power allows you to weaken the molecular bonds within an object or structure. When
someone stresses the object or strikes a blow to it, it snaps.
You can create a “breaking point” of approximately two square inches per round. Deterioration
occurs across a plane (in two dimensions, not three). Once round’s work is enough to fatally
weaken most small objects - e.g., swords, ropes, saddle straps, belts, and bows. Larger objects
require more time, and DM discretion.

The DM must decide how vulnerable this power makes larger, oddly shaped items like shield or
doors. They should keep in mind that an object need not be in two pieces before it’s virtually
useless. For example, a little boat with a cracked hull is unsafe at sea. And a shield that is split
halfway across offers little or no protection; if successive blows don’t shatter it, they certainly will
rattle the holder’s arm unmercifully.

Opposite Reaction
Casting Time: 1 reaction, which you take when you are attacked with a missile weapon.
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 90 ft
Prerequisites: None

Acting upon a single missile attack, this power blasts energy of equal power from the missile in
the opposite direction, presumably striking the attacker. The missile must be physical, not
magical. You must see the missile and use this power in reaction to the attack, before the
attack roll has been made. This power applies a telekinetic force to the missile, pushing it back
in the direction it came from. You may make a spell attack against the attacker, and if you
succeed you strike them with their own missile. Otherwise it falls harmlessly to the ground near
them.

Soften
Casting Time: 1 round
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: 30 ft
Prerequisites: None

This power resembles molecular manipulation, except that it weakens the entire object instead
of a small area across a single plane. The object softens overall, losing its rigidity and strength.
Specific effects vary, depending on the material.

Metal: For each round of softening, weapons incur a -1 penalty to attack and damage rolls,
cumulatively. The armor class of metal armor decreases one point per round of softening. After
10 rounds any metal becomes soft and rubbery, but retains its shape.
Wood: Like metal, weapons with wooden shafts or handles suffer a -1 penalty to attack and
damage rolls per round of softening. After six rounds, wood becomes stringy and rubbery but
retains its shape. After 10 rounds, the grain can be split easily and a punch can break through
even the hardest and thickest doors or chests.

Stone: After two rounds, stone becomes noticeably soft to the touch. After 5 rounds, it can be
worked like stiff clay, but this is as soft as it gets.

Living Tissue: No effect.

DMs can use their own judgement and the examples above to handle other materials.

Sciences

Create Object
Casting Time: 1 minute
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 per hour
Range: 50 ft
Prerequisites: Telekinesis

With this power, you can assemble matter from air and the surrounding area to create a solid
object. This object remains in existence as long a s you pay the power’s maintenance cost.
When you stop maintaining it, the object breaks into its constituent parts.

An object created this way can have any shape, color, and texture you desire, provided it fulfills
at least one of the following conditions:
● Fits entirely within a sphere no more than 4 feet in diameter.
● Fits entirely within a cylinder no more than 20 ft long and 1 ft in diameter.
● Fits entirely within a cylinder no more than 2 feet high and 6 feet in diameter.
● Weighs no more than 10 lbs.

Only available materials within 50 ft of you can be used in the construction. However, these
materials can be rearranged or restructured if you also have the power of molecular
rearrangement. By combining these two powers, you could manufacture diamonds from coal
dust or a sword from rocks containing iron ore. Using Create Object in this way only requires
knowledge of Molecular Rearrangement, you do not need to pay the PSP cost of both.

Detonate
Casting Time: 1 Action
Initial Cost: 12
Enhance Cost: 2
Maintenance Cost: N/A
Range: 100 ft
Prerequisites: Telekinesis, Molecular Agitation

You concentrate the latent energy in an area to a single point, then release that energy in a
powerful explosion. Any creature in a 20 ft radius of the detonation must make a Dexterity
saving throw. A target takes 7d6 damage on a failed save, or half that on a successful save.
Each level of enhancement increases the damage die by one size (d8, d10, ect.) to a maximum
of 7d12.

Alternatively, you can use the power to attempt to destroy a single nonliving object, including
animated undead such as skeletons and zombies. The power destroys 8 cubic feet of material.
Anyone within 10 ft of the object must make a dexterity saving throw. On failure they take 1d10
force damage.

Disintegrate
Casting Time: 1 Action
Initial Cost: 16
Enhance Cost: 2
Maintenance Cost: N/A
Range: 50 ft
Prerequisites: Telekinesis, Soften

The disintegrate power reduces an object or creature to microscopic pieces and scatters them.
The target must make a Constitution saving throw. It takes 6d8 + 30 force damage on a failed
save, or half as much on a successful save. Each level of enhancement increases the damage
by 3d8. If the target fails their save and is reduced to 0 HP their body is completely destroyed.

Gravelstorm
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: 5 PSPs per round
Range: 120 ft
Prerequisites: Telekinesis, Ballistic Attack

With this power you whip up a flurry of small objects and debris in an area, pummeling any
creature that remains there. The power covers a circular area 20 ft in diameter. Any creature in
the area must make a dexterity saving throw, and any creature that ends its turn in the area or
moves through the area must also make a saving throw. On a failed save, a creature takes 4d8
bludgeoning damage, or half as much on a successful save.
Enhancing this power increases both its size and intensity. Each level of enhancement
increases the diameter by 5 ft and the damage by 1d8.

Molecular Rearrangement
Casting Time: 1 hour
Initial Cost: 18 PSPs
Enhance Cost: N/A
Maintenance Cost: 10 per hour
Range: 5 ft
Prerequisites: Telekinesis, Molecular Manipulation

Molecular Rearrangement is the psionic equivalent of alchemy. By toying with an object’s


molecular structure, you can change its fundamental nature or properties. This power cannot
create matter or mass from nothing, however. Nor can it change a material’s state from liquid to
solid, gas to liquid, and so on. It is best suited to converting one sort of element into another,
but it can also be used for more complex operations - neutralizing a poison for example.

Converting one element to another is usually a simple operation, in which one ounce of material
can be changed each hour. Typical conversions of this type include steel to lead, or any metal
to gold. More complex rearrangement, like changing a metal to glass or changing a wooden
goblet to a ruby goblet, takes four times longer.

The creation of gold coins from other metals is possible, but it’s no way to get rich quick. At the
rate of one ounce per hour, it would take 16 hours - about two work days - to change 10 cper
pieces into 10 gold pieces, for a net profit of 9 gold pieces.

Molecular rearrangement is often used to create superior weapons. A psionically tempered


weapon receives a +1 on damage rolls. The process is time-consuming, however. For
example, a typical short sword takes at least 40 hours to temper psionically. (The average short
sword weighs 3 pounds, or 48 ounces, most of which is the blade.)

This power has no effect against living creatures weighing more than one ounce. Creatures
weighing one ounce or less are killed if their molecules are rearranged.

Project Force
Casting Time: 1 Action
Initial Cost: 10
Enhance Cost: 2
Maintenance Cost: N/A
Range: 100 ft line
Prerequisites: Telekinesis
You project a wave of force away from you, striking anything in its path. The blast is 5 ft wide
and up to 100 ft long. Any creature in its path must make a Dexterity saving throw. They take
7d4 damage on a failed save, or half as much on a successful save. Each level of
enhancement increases the damage die by one size (d6, d8, ect.) to a maximum of 7d12.

Project Force can also be used in place of any action which would require a Strength check.
You make the check with advantage and a +2 bonus, with an additional +2 for each level of
enhancement.

Telekinesis
Casting Time:
Initial Cost: 2 PSP
Enhance Cost: 4 PSPs
Maintenance Cost: 1+ PSP per round
Range:
Prerequisites: None

Telekinesis, or “TK” for short, is the ability to move objects through space without touching
them. All telekinetic efforts tend to be physically taxing, because they involve real work. Moving
small, light objects is relatively easy. As the objects become more massive, the task becomes
significantly more difficult.

At its most basic level, telekinesis can move an object weighing 10 lbs or less. Each level of
enhancement increases the amount of weight that can be lifted, according to the following table:

Enhancement Weight Maintenance Cost

0 10 lbs 1 PSP per round

1 100 lbs 2 PSPs per round

2 500 lbs 4 PSPs per round

3 1000 lbs 8 PSPs per round

4 2000 lbs 14 PSPs per round

You can move an object up to 60 ft per round. The object can serve as a weapon, using your
attack bonus with a penalty equal to ⅓ its weight in lbs.
Psychometabolism

Talent

Adaptive Shell
Casting Time: 1 Action
Range: Self

You adjust your body to form a temporary defensive shell adapted to a specific damage type.
When you activate this power choose a damage type other than psychic. You gain resistance
to that damage type until your next turn.

Devotions

Absorb Disease
Casting Time: 1 action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch
Prerequisites: None

This power lets you take the disease from another character’s body, and absorb it into yourself.
This power can absorb magical disease, but not curses, such as lycanthropy.

Adrenalin Control
Casting Time: 1 bonus action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 4 PSPs per round
Range: N/A
Prerequisites:None

By controlling the production and release of adrenaline in your system, you can give yourself
temporary physical boosts on demand. When you increase your adrenalin, you gain 1d6 points,
which you can add directly to your Strength, Dexterity, or Constitution scores however you
choose. You enjoy all the normal bonuses for high physical attributes while this power is in
effect. This power can raise your attributes beyond their normal maximum.
Aging
Casting Time: 1 action
Initial Cost: 16 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch
Prerequisites: None

With this power, an evil psionicist can cause unnatural aging by touch. (Other psionicists can
use this power, too, but their alignment would begin to twist toward evil.) The victim ages 1d4
years unless they pass a constitution saving throw.

Biofeedback
Casting Time: 1 reaction, when you are hit by an attack that deals slashing or piercing damage
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

Biofeedback is the power to control the flow of blood through one’s own body. Using this power,
you can reduce the damage dealt by slashing or piercing attacks, and reduce the effects of
bleeding or poisoning caused by those attacks.

When you use this power you gain damage resistance against all piercing or slashing damage
caused by the triggering attack. You gain advantage on any saving throws against bleeding or
poison effects caused by that attack.

Body Control
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per hour
Range: Self
Prerequisites: None

This power allows you to adapt your body to a hostile environment. The change must be keyed
to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc.
You’re not only able to survive, you fit in like a native organism. You can breathe and move
normally, and you take no damage simply from being in that environment.
An attack in any form does not constitute an environment. For example, a character who can
survive subarctic temperature is still vulnerable to a cone of cold.

Body Equilibrium
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Self
Prerequisites: None

Body equilibrium allows you to adjust the weight of your body to correspond with the surface
you’re standing on. Thus, you can walk on water, quicksand, or even a spider’s web without
sinking or breaking through. If you are falling when you use this power you will fall slow enough
to escape injury.

Because of your lightness, you must be wary of wind gusts, which can easily sweep you up and
blow you away.

Body Weaponry
Casting Time: 1 bonus action
Initial Cost: 4 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: 1 PSP + 1 PSP per level of enhancement per round
Range: Self
Prerequisites: None

Body weaponry allows you to convert one of your arms into a weapon. Virtually any sort of
weapon can be imitated except a projectile weapon. The arm actually becomes wood and/or
metal, and assumes the weapon’s form. It behaves in every respect like a normal weapon of
the chosen type, but can never be dropped or stolen. Effects that apply to your body like
Expansion can also apply to the weapon, and striking a target with the weapon counts as
touching them for touch-based abilities like Chemical Simulation.

For each level of enhancement, the weapon gains a +1 to hit and damage to a maximum of +3.

Catfall
Casting Time: 1 bonus action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

Using this power lets you spring like a cat in the same round, and always land gracefully on your
feet. You still suffer damage from falling, but the damage is halved. You can jump down 30 feet
without risking any injury at all.

Cause Decay
Casting Time: 1 action
Initial Cost: 10 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: N/A
Range: Touch
Prerequisites: None

This power only works against inanimate objects. Your touch causes instant decay: metal rusts,
wood ages and splits, cloth falls to dust. The object may resist the decay, depending on how
durable it is. Roll 1d20 and consult the following table. If the object is magical, you have
disadvantage on this roll. If you roll greater than or equal to the target for the material, up to 60
lbs of that material is consumed in 1 round. For each level of enhancement, you gain a +2
bonus to your roll.

Material DC

Bone or Ivory 10

Cloth 9

Glass 16

Leather 11

Metal 8

Paper, etc. 5

Pottery 17

Rock, crystal 18

Rope 9

Wood, thick 13

Wood, thin 12
Cell Adjustment
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: 4 PSPs
Maintenance Cost: N/A
Range: Self
Prerequisites: None

Cell adjustment allows you to heal wounds and cure diseases. Any sort of wound can be
healed, but only non-magical diseases are affected. If you cure disease, you cure a single
disease every time you activate this power. A cure doesn’t automatically restore hit points lost
due to illness; it merely arrests the disease. If you heal wounds, you heal 1d8 + your Con
modifier. For each level of enhancement you heal an additional 1d8 HP.

Chameleon Power
Casting Time: 1 bonus action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per minute
Range: Self
Prerequisites: None

Using this power changes the coloration of your skin, clothing, and equipment to match your
background. The match is automatic; you do not choose the appearance. The change takes 1-
2 seconds, depending on the complexity of the coloration needed to match the environment. As
you move, the coloration changes and shifts to reflect any changes in the surroundings.

While chameleon power is active you may use your psionic attack modifier in place of your
normal bonus and have advantage when making stealth checks to hide from vision. You are
also more difficult to see from a distance, granting you light cover against enemies more than 20
ft away.

You may also take the hide action when you aren’t being observed, regardless of concealment.
As long as you don’t move, characters have disadvantage on perception checks to see you.

Chemical Simulation
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: 4 PSPs
Maintenance Cost: 3 PSPs per round
Range: Self
Prerequisites: None
With this devotion, you can make your body simulate the action of acids. You secrete an “acid”
through your hand. Any item you hold in your hand is subject to the effects of tha acid. Roll
1d20 with disadvantage and consult the following table. The acid isn’t strong enough to destroy
magical objects, so they are immune to this effect. If you roll greater than or equal to the target
for the material, the acid eats through any part touching your skin. For each level of
enhancement, you gain a +1 bonus to your roll.

Material DC

Bone or Ivory 10

Cloth 9

Glass 16

Leather 11

Metal 8

Paper, etc. 5

Pottery 17

Rock, crystal 18

Rope 9

Wood, thick 13

Wood, thin 12

If used as a weapon you make a melee attack, dealing 1d4 damage if you hit. While
maintaining this power you may use your off hand to make attacks with chemical simulation as if
dual-wielding. If enhanced your attacks deal an additional 1d4 damage per level of
enhancement.

Displacement
Casting Time: 1 bonus action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Self
Prerequisites: None

This power resembles the displacer beast’s natural ability to make itself appear to be up to 3
feet from its actual location. You decide where this false image will appear. This is a very
effective means of protecting oneself from attack, giving you a +2 bonus to AC. Effects such as
True Seeing reveal your actual location, negating this effect.

Double Pain
Casting Time: 1 action
Initial Cost: 9 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 PSPs per round
Range: Touch
Prerequisites: None

By touching another person, you greatly lower that character's pain threshold. Even just a little
scrape will feel like a serious injury. As long as this power affects the target, they must make a
constitution saving throw each time they receive damage. If they fail this save, the damage is
doubled. However, only half of this damage is real; the other half represents the amplified pain.
When the character’s total of real damage and pain reduces their hit points to zero or less, they
pass out. They will regain consciousness 1d6 rounds later. At that time they also regain “fake”
hit points - those lost only to pain.

If you do not maintain the power the damage they receive is no longer doubled. However the
points of “pain damage” which they have already incurred will remain in effect for another 1d6
rounds. If their HP reaches 0 or less they pass out until the remaining rounds of “pain damage”
have elapsed.

Ectoplasmic Form
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 7 PSPs per round
Range: Self
Prerequisites: None

With this power you convert yourself to ectoplasm, (a fine-spun smoky substance). You
become insubstantial, ghostlike, and able to walk through solid material as if it didn't exist. You
are still visible as a whispy outline. You move at your normal movement rate and in the normal
fashion (e.g., if you couldn’t fly before, you can’t now). You can also convert your clothing,
armor, and up to 15 pounds of equipment that you’re carrying.

Enhanced Strength
Casting Time: 1 action
Initial Cost: Varies
Enhance Cost: N/A
Maintenance Cost: Varies
Range: Self
Prerequisites: None

You can increase your physical strength score to a maximum of 20 through this devotion. The
PSP cost is twice the number of points you add to your Strength score. The maintenance cost
per minute equals the number of Strength points you added.

Expansion
Casting Time: 1 bonus action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: Self
Prerequisites: None

You can expand your own body proportions in any dimension: height, length, width, or
thickness. You can increase any or all of these proportions by 100% of their original size per
round. You can increase your overall size, or expand just one part of your body such as
extending an arm to grab a distant object. Maximum expansion is four times your original size.
The power has no effect on clothing or equipment. Ability scores don’t increase, and the
expansion does not include gear or clothing.

Expanding your arms increases your reach by 5ft per round, to a maximum of 20 ft. Expanding
a natural weapon increases its damage dice for each round of expansion (to a maximum of 4
rounds) according to the following table:

Old Die New Die

1d4 1d6

1d6 1d8

1d8 1d10

1d10 1d12

1d12 2d8

So for example: If a creature had a natural weapon that did 2d10 damage and expanded it, it
would now do 2d12 instead. If they continued to expand it next round it would then do 4d8
damage.
Flesh Armor
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: 3 PSPs
Maintenance Cost: Varies
Range: Self
Prerequisites: None

You transform your own skin into non-magical armor. No one can see the change, but it’s as if
you had actually acquired some type of armor. The AC the armor provides depends on the
level of enhancement used with this power.

Enhancement AC Maintenance Cost

0 3 1 PSP per hour

1 4 1 PSP per hour

2 5 2 PSPs per hour

3 6 3 PSPs per hour

4 7 5 PSPs per hour

Because it is part of your body, you can enjoy its benefits without suffering any penalties for
wearing armor. The armor created by this power weighs nothing, has no magnetic properties,
and in no way encumbers you. It’s effects may be combined with a shield or ring of protection,
but not with other armor. Flesh Armor does not require concentration, and is maintained even
while unconscious as long as you wake up in time to pay the maintenance cost when needed.

Graft Weapon
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: Self
Prerequisites: None

With this power you can graft any one-handed melee weapon directly onto your body. You pick
up the weapon, activate this power, and the weapon becomes an extension of your arm. You
gain a +1 bonus to attack and damage rolls with that weapon. As long as you maintain this
power the weapon is considered part of your own body, so other powers that affect you can
apply to this weapon as well.
Heightened Senses
Casting Time: 1 action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per minute
Range: Self
Prerequisites: None

By means of this devotion, you sharpen all five of your normal senses: sight, hearing, taste,
touch, and smell. You gain your proficiency bonus and advantage on all ability checks that rely
on your senses. For example, a survival check to track someone, an investigation check to find
a hidden object, or a perception check to spot a hiding foe would all receive this bonus. You
don’t receive this bonus to all checks with these skills, only checks directly related to your
senses. For example, an investigate check to search through the books in a library looking for a
particular passage wouldn’t receive a bonus from heightened senses.

In addition you can identify a person from a range of 1200 ft, identify a poison at a dose too
small to cause harm, distinguish between nearly identical objects entirely from feel, or
eavesdrop on a conversation from 300 ft away.

Immovability
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: Self
Prerequisites: None

When you make yourself immovable, you are exactly that. A tremendous amount of force is
required to uproot you from this spot. Multiple characters can contribute to any attempt to move
you, but the total strength required equals (your primary attribute - 5) * 10. Any character
attempting to move you can make a strength save to contribute double the strength score they
are contributing, but a new save must be made every round if they wish to continue attempting
to move you.

This power has nothing to do with weight. You will not crash through the floor because you
made yourself immovable. You have instead attached yourself to the fabric of the universe,
which is considerably more powerful than the strongest castle. You do, however, need a
horizontal surface as an anchor.

Lend Health
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch
Prerequisites: None

Lend health is a power of healing. You may transfer your own hit points to someone else you
are touching. You can transfer as many hit points as you want in a single round. The
beneficiary of this power can never exceed their normal hit point total, and you must keep at
least 1 hit point for yourself.

Mind Over Body


Casting Time: 1 hour
Initial Cost: 10 PSPs
Enhance Cost: N/A
Maintenance Cost: 10 PSPs per day
Range: Touch
Prerequisites: None

Mind of body allows you to suppress your body’s need for food, water, and sleep. In exchange
for 1 hour of meditation per day, all of your physical needs are overcome. You do not feel
hunger, exhaustion, or thirst.

You can also suppress the basic needs of others while suppressing your own. To do so, you
must pay an additional 10 PSPs per person and they must accompany you in your hour of
meditation. Each person being aided must be in physical contact with you through the entire
period of meditiona. Usually , all the characters hold hands, forming a continuous line or circle.

You can survive in this fashion for a number of days equal to your psionicist level, or five days,
whichever is more. At the end of that time, you collapse from exhaustion. You must then rest
one day for every two days spent sublimating your body’s needs, unless you restore your
strength through some other method such as the Science Complete Healing. This also applies
to characters you aided.

Pheromone Discharge
Casting Time: 1 action
Initial Cost: 12 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: Self
Prerequisites: None
This power lets your skin give off beneficial odors that affect lower insects. Only insects of less
than 4 intelligence are so affected, but their impressions of you can be controlled to a great
degree. You can masquerade as any type of insect, or any class of insect within a society. In a
hive, you can impersonate a worker, soldier, even a queen, changing whenever you like.
Changing your odor to that of another insect species usually draws an attack, which may be
useful as a diversion. Any insect of four or more intelligence immediately sees you for what you
really are.

You can also perform rudimentary communication with controlled pheromone releases. You
can send rudimentary information but have no means to interpret the answers received.

Reduction
Casting Time: 1 bonus action
Initial Cost: varies
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: Self
Prerequisites: None

This power is the reverse of expansion. You can reduce your body’s dimensions along any or
all axes: height, length, width, or thickness. The change amounts to 1 foot per PSP spent, until
the dimension being affected is 1 foot or less. After that, you can half your dimensions each
time you spend a PSP.

Among other uses, Reduction can reduce the size of your hands making it easier to manipulate
small objects. You gain proficiency and advantage when making related checks, such as
disarming traps or opening locks.

Rigidity
Casting Time: 1 Action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: 30 ft
Prerequisites: None

This power stiffens the joints and musculature of the affected creature, slowing it gradually until
it can barely function. Only corporeal creatures are affected. The target may resist this power
by succeeding at a constitution saving throw.

The power’s effectiveness is measured in stages. The first stage is obtained immediately. The
stage is increased every time you maintain the power, to a maximum of 3 stages. After
maintenance stops, the creature gradually recovers its agility, one stage per round until normal.
The following table shows the effect to the creature at each stage.

Stage Attack Penalty Initiative Penalty AC Penalty Perception


Penalty

1 -1 -2 -1 -1

2 -3 -4 -4 -3

3 -6 -7 -7 -5

Affected creatures have difficulty communicating physically, and their powers of observation are
severely impaired. Spellcasters lose the ability to perform somatic components at stage 2, and
verbal components at stage 3.

Share Strength
Casting Time: 1 Action
Initial Cost: 7 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: Touch
Prerequisites: None

You can effectively lend your physical Strength to another character. You sacrifice two of your
own Strength points for every single point the recipient gains. This transfer remains in effect
until you stop paying the maintenance cost; then all points return in 1 round.

Suspend Animation
Casting Time: 1 minute or 1 hour
Initial Cost: 11 PSPs
Enhance Cost: N/A
Maintenance Cost: 0 PSPs per week
Range: Self or Touch
Prerequisites: None

With this power you can “play dead” - bringing all life functions to a virtual halt. Only the most
careful examination will show that you are still alive. Even psionic powers such as life detection
and ESP will not turn up any evidence of life unless those powers are maintained for at least
three minutes. Use of the probe power will detect life immediately.

You can remain in suspended animation for a number of weeks equal to your Con modifier or a
minimum of 1 week. When you wish to put yourself to sleep, you first decide when you want to
wake.
Another willing character can be suspended instead for the same PSP cost. This has a
preparation time of 1 hour and a range of touch. Since you cannot maintain other powers while
you are in suspended animation you cannot use this power on others and yourself at the same
time.

Sciences

Animal Affinity
Casting Time: 1 action
Initial Cost: 10 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: 3 PSPs per round
Range: Self
Prerequisites: None

When you first learn this power, you develop an affinity for a particular type of animal. You
cannot choose the animal; the affinity is dictated by your aura. To determine the nature of the
affinity, roll 1d20 and consult the table below. A psionicist with Aura Sight can read your aura
before you select this power and tell you what animal you would become.

Optional Rule: The DM can allow the player to roll twice and select which animal they have an
affinity for. This helps make it more likely that the player will have an affinity for an animal that
fits with the character they’re playing. Alternatively the DM can also select an animal that would
be particularly fitting for the character.

Roll Animal

1 Crocodile

2 Dire Wolf

3 Elephant

4 Giant Boar

5 Giant Constrictor Snake

6 Giant Eagle

7 Giant Elk

8 Giant Hyena

9 Giant Octopus
10 Giant Poisonous Snake

11 Giant Scorpion

12 Giant Spider

13 Hunter Shark

14 Killer Whale

15 Lion

16 Polar Bear

17 Rhinoceros

18 Saber-Toothed Tiger

19 Warhorse

20 Flying Snake

From that point on, when the character invokes this power, you can claim one of the animal’s
attributes as your own - temporarily. You can gain the animal’s natural armor, movement rate
and mode, attacks and damage, strength, dexterity, constitution, hit points, skills, or senses.
You gain all special abilities related to the trait you adopt, such as the Flyby ability if you gain a
Flying Snake’s movement or the Trampling Charge ability if you gain an Elephant’s attacks.
Only one of these can be used at a time unless the power is enhanced. For each level of
enhancement you gain one additional property of the animal and the maintenance cost is
increased by 1 PSP per round. The effect lasts as long as you maintain the power. Switching
to a different ability means paying the initial cost of the power again.

If you gain an ability that includes a saving throw or check, the DC is your Psionic Save DC. If
you gain an attack, the attack uses your proficiency bonus and attribute modifiers. If the animal
has a higher dexterity than strength, their attacks have the Finesse property. If you gain the HP
of the animal your HP maximum becomes the animal’s average HP, but you retain all damage
you have sustained and when the power ends all your current damage is applied to your original
HP total. If you gain its skills your bonus for any skill listed becomes equal to the animal’s
bonus, but you retain your existing bonus on your other skills.

You do undergo a physical change when this power is invoked. The extent of the change
depends on the animal and the ability. For example, adopting a hawk’s movement obviously
requires wings, while attacking like a tiger calls for fangs and claws.

Complete Healing
Casting Time: 1 hour
Initial Cost: 10 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: Cell Adjustment

You can heal yourself completely of all ailments, wounds, and normal diseases. You place
yourself in a trance for 1 hour to accomplish the healing. The trance is deep, and cannot be
broken unless you lose 5 or more hit points. As you use this power, your body is repairing itself
at an incredible rate. At the end of the 1 hour period, you awake, restored to complete health in
every regard except for PSPs and Hit Dice. When you use this power you do not regain PSPs
from the Mental Recovery ability.

If you are interrupted your trance breaks and no healing occurs but only 2 PSPs are expended.
Because the power uses PSPs slowly over a long period of time, your Mental Limit does not
apply to using this ability.

Death Field
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 30 ft
Prerequisites: None

A death field is a life-sapping region of negative energy. Use of this power is an evil act, and
non-evil psionicists who use it will find themselves twisting toward evil as they explore their very
dark portion of their psyche.

A successful death field takes its toll on everyone inside it, including you. Before you initiate this
power, you must decide how many hit points you will sacrifice. This loss is inevitable; you get
no saving throw. Every other living thing within the death field must make a constitution saving
throw. Those who fail take lose the same number of HP as you, and those that succeed lose
half that number.

Energy Containment
Casting Time: 1 action
Initial Cost: 15 PSPs
Enhance Cost: N/A
Maintenance Cost: 15 PSPs per round
Range: Self
Prerequisites: None
You have trained yourself to safely absorb and assimilate energy from electricity, fire, cold, heat,
and sound - energy that would fry, freeze, or otherwise harm a normal character. Any physical
assault based on these energy types can be drawn into your body. You transform the energy,
and safely release it as visible radiance (light).

In effect, this protects you against energy attacks. You gain advantage on saving throws
against energy attacks. If you make a successful saving throw, you suffer no damage from the
attack. If you fail, you suffer only half damage regardless of what the spell or ability description
(if applicable) states.

When you absorb energy, you radiate visible light for a number of rounds equal to the points of
damage absorbed. This glow is definitely noticeable, but it is soft, and illuminates no more than
an area with a 10 ft radius.

Life Draining
Casting Time: 1 action
Initial Cost: 12 PSPs
Enhance Cost: 1 PSP
Maintenance Cost: 4 PSPs per round
Range: Touch
Prerequisites: None

With this science, you can drain hit points from another character and use them to recover your
own. You make a melee attack, and if you hit you drain 3d6 hp from the enemy. As long as you
pay the maintenance cost you can spend an action to make another attack. If you’re wielding a
1 handed weapon you can use your bonus action to make an attack with life draining as part of
a normal attack action, as if dual-wielding.

If this ability is enhanced, the hp drained is increased by 1d6 per level of enhancement.

Metamorphosis
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 6 PSPs per round
Range: Self
Prerequisites: None

This science resembles polymorphing, but it has a much wider application. You can change
yourself into anything with approximately the same mass as your body: a wolf, a condor, a chair,
a rock, a tree. While in this form, you retain your own hit points and proficiency bonus if
possible, but gain the natural armor of the new form. You also gain all physical attacks that
form allows, but no magical or special abilities. This all depends on the new form; a tree cannot
attack, so proficiency bonus and attacks are meaningless.

Shadow-form
Casting Time: 1 action
Initial Cost: 9 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 per round
Range: Self
Prerequisites: None

Using this power transforms you into living shadow, along with your clothing, armor, and up to
20 pounds of equipment. You can blend perfectly into any other shadow and travel at a speed
of 30 ft per round. You can only travel through darkness and shadow, however. Areas of open
light are impassable.

While in shadow-form, you can be detected only by life detection, other types of psychic
detection, or by a true seeing spell. You cannot harm anyone physically, or manipulate any
corporeal object, but you can still use psionic powers.

When you stop paying the maintenance cost you immediately materialize in the closest
available space.

Psychoportation

Talent

Sleight of Thought
Casting Time: 1 Bonus Action
Range: Touch

By using short range teleportation, you can manipulate objects as if you were a master of sleight
of hand. Until your next turn, you may make use your psionic attack modifier in place of your
sleight of hand skill bonus when making sleight of hand checks.

Devotions

Astral Projection
Casting Time: 1 action
Initial Cost: 12 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per hour
Range: Self
Prerequisites: None

Astral projection is similar to Probability Travel, except you are not accompanied by your
physical body. Instead, an astral body is created. This astral body immediately leaps into the
astral plane. Only creatures or characters who are also on the astral plane can see it.

A silvery cord connects the astral body to the physical body. Nearly all astral travelers have
such a cord. It is visible as a translucent string which stretches 10 feet from the astral body, and
then becomes invisible and intangible. If the cord is severed, both bodies die (so does the
character). The silvery cord is nearly indestructible , however. Usually it can be severed only
by the psychic wind at its most powerful, or by the silver swords of the githyanki.

Since the astral plane is a highway leading to other planes, a character who uses this power
usually has another destination in mind - either a distant point on the prime material plane or an
outerplanar locale. The astral plane is filled with colored pools which act as gates to nearly any
location on the material and outer planes. It takes 1d6 + 6 hours of travel to find the colored
pool leading to your intended destination. When you reach your destination a temporary
physical body is formed there. This body resembles your real body in every respect, and the
two are still connected by the invisible, silvery cord.

If either the astral body or the temporary physical body are killed, the cord returns to the real
body. This second physical body is not formed if you travel to another location on the same
plane where your real physical body is located. You can view that plane in astral form, but
cannot affect it or even enter it physically, nor can you direct magical or psionic powers into it.

Deep Pockets
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per hour
Range: Touch
Prerequisites: None

With this power you create a small portal at a point you can touch, leading to a pocket
dimension similar to a bag of holding. Anything passed through the portal will remain safely in
this space until it is retrieved or the power is not maintained. When this power ends, any items
still in the pocket dimension spill out like a bag of holding that has been turned inside out.

You can make the portal opening up to 2 feet in diameter when you activate this power. To
place an object in the pocket dimension it must fit through the opening you created. The bag
can hold up to 500 lbs, not exceeding a volume of 64 cubic feet.
Dimensional Door
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: 3 PSPs
Maintenance Cost: 2 PSPs per round
Range: Up To 1000 ft
Prerequisites: None

Like teleportation, a dimensional door takes you from one location to another. The similarity
stops there, however. With dimensional door, you open a man-sized portal which leads to the
edge of another dimension. The edge acts as a lightning-quick transit system, carrying travelers
to a destination chosen by you.

When you use this devotion, you create a door leading into the alternate dimension. The door is
a vaguely outlined portal, which appears in front of you. At the same time, an identical portal
appears wherever you want it, within range. The door can have whatever orientation you
choose. If someone (including you) steps into either portal, they immediately step out of the
other. Both doors remain in place for as long as you maintain this power.

The dimension accessed by this power is not fully understood. Clearly, it has very different
qualities of time and space, such that motion is greatly accelerated. For many years this transit
was thought to be instantaneous, but arduous experiments by Larue d’jar Azif of Dhaztanar
have proved that a very tiny bit of time does elapse. What this means is still unknown.

Travel via this power is disorientating. Presumably, exposure to the alternate dimension
traumatizes the body in some way. As a result, a traveler’s remaining movement is reduced to
5 ft and cannot take any further actions for the rest of their turn after stepping through the portal.
Quick transit is advisable. People who shove only an arm through a portal suffer intense pain.
Fools who poke their head through a portal must make a DC 15 constitution save; failure means
they lose 50% of their current hit points and pass out.

Inanimate objects are not affected by exposure to the dimension’s edge. In fact, a character
can throw or fire objects through a portal, and they’ll come out the other side. Attackers have
disadvantage on their attack rolls against targets on the other side of the dimension’s edge.

Range: The normal range of this power - i.e., the maximum distance between the two portals -
is 20 ft. The distance can be extended by enhancing the power according to the following table:

Enhancement Range

0 20 ft

1 100 ft
2 250 ft

3 500 ft

4 1000 ft

Dimension Walk
Casting Time: 1 action
Initial Cost: 12 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per minute
Range: Self
Prerequisites: None

With dimension walk, you can travel from place to place in your own dimension by piercing other
dimensions at right angles. This has two advantages over a dimensional door: 1) a dimension
walk is not physically traumatizing and 2) the range of travel is greater. On the other hand,
dimension walk only allows you to travel, and you can easily get lost.

The dimension walker opens up a vaguely shimmering portal. Only you can enter it. As soon
as you do, the poertral closes behind you. You find yourself engulfed by an inky grayness that
is virtually without features. The effect is one of extreme sensory deprivation.

You can travel through this grey realm at a speed of 2 miles per minute. You cannot see where
you are or where you’re going while in this realm. You have only your instinct to guide yourself,
and must make a Wisdom check every 10 minutes. The starting DC for these checks is 7, and
increases by 1 for each previous check. If any single wisdom check fails, however, you will
stray off course by several miles. When you step out of the gray realm, the DM can place you in
any location, within the maximum distance from your starting point. In general, the sooner you
fail your check, the farther off course you will end up but this isn’t guaranteed due to the unusual
nature of time and space in the other dimension. It’s up to you to figure out your location; this
power doesn’t help you gain your bearings.

Aside from getting lost, dimension walking is completely safe. Apparently anything that lives in
the other dimensions crossed cannot interact with dimensional travelers. Larue d’jar Azif of
Dhaztanear postulated that these other dimensions teem with life just as much as our own, but
because the traveler is crossing them “against the grain”, as it were, they do not register on their
senses. You can bring along as much as you can carry, but bags of holding and other
dimensional storage devices spill their comments immediately if taken into this space.

Dissipating Touch
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: 2 PSPs
Maintenance Cost: N/A
Range: Touch
Prerequisites: Teleport

You attempt to teleport small pieces of a creature in random directions, causing severe damage
in the process. To activate this power, you must first succeed at a melee spell attack. If this
attack misses, you spend your action but do not spend any PSPs.

If the attack hits, the target must succeed at a constitution saving throw or take 4d6 force
damage. This damage is increased by 1d6 for every level of enhancement. If they succeed at
their saving throw they only take half damage.

Dream Travel
Casting Time: 8 hours
Initial Cost: 1 per 25 miles traveled
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch
Prerequisites: None

Dream travel is a powerful but unreliable means of getting from here to there. You travel in your
dreams, and awake wherever your nocturnal wandering carried you. You can even take others
with you, although it’s more difficult than traveling alone. You do not suffer damage for
spending more than your mental limit when activating Dream Travel, the actual effort is spread
out over the 8 hour trip so it’s far less mentally taxing than most other psionic powers.

To use dream travel, you must be asleep. Once asleep, you begin fashioning a dream that
involves traveling from your present location to the intended destination. Make an ability check
using your primary attribute, against a DC of 1 per 50 miles traveled.

If the DM wants, this check is all that’s required to handle dream travel during a game.
However, it’s far more satisfying to actually role-play the dream. The player creates the setting
and describes their intentions, with the DM interrupting to change things arbitrarily and throw
obstacles in the character’s path. If the player overcomes the obstacles and solves problems
inventively, the DM is justified in giving a bonus to the character’s check. If the dream is dull
and lifeless, the DM can also penalize the check.

The DM should remember that this is a dream; terrain on the journey may not resemble actual
terrain, the character may be completely different, and the world may be completely strange.
The length of the dream journey should be approximately the same as the real distance,
however, and the final destination should be at least similar to the real destination. Such dream
adventures should minimize combat and maximize problems, puzzles, and surreal atmosphere.
If combat does occur, it has no effect on you physically, but if you are killed you wake up right
where you started. All dream journeys take approximately eight hours to complete, successful
or not.

When you reach your destination in the dream you awaken. In the place where you lay
sleeping, your body and any equipment carried or worn fades away. At the same time, you fade
into being at the new location, still in sleeping posture, but fully awake.

Passengers: You can bring other characters along with you in the dream. You have a -1 to
your check for each passenger you carry, and you must pay the full PSP cost for each
passenger in addition to yourself. Passengers must also be sleeping. If the check fails, you all
still attempt the dream journey but do not reach your target.

Ethereal Traveler
Casting Time: 1 round
Initial Cost: 16 PSPs
Enhance Cost: 1 PSP
Maintenance Cost: 2 PSPs per round
Range: Self
Prerequisites: None

With this power, you can psionically teleport yourself to the ethereal plane. With this
psychoportation you simply cease to exist in the material plane and begin to exist in the
ethereal, but only in an ethereal form - your physical form is temporarily lost.

In ethereal form, you cannot be harmed - ethereal objects pass through one another easily.
You cannot, in turn, harm other creatures or objects, or even pick them up or move them about.
From the ethereal plane you can move about before returning to the material plane, or pass
through the border ethereal to reach the inner planes. If you stop paying the maintenance cost
while still on the ethereal plane you are returned to the nearest location in the material plane,
but if you have crossed the border ethereal you no longer need to maintain this power.

For every level of enhancement, you may bring up to three additional willing creatures. All
travelers must join hands with you while you activate this power.

Impossible Shot
Casting Time: 1 round
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 120 ft
Prerequisites: Dimensional Door
You open a small portal for only a moment, just long enough to fire a single projectile. The exit
portal is placed anywhere you want within 120 ft, allowing you to make a projectile attack
against anyone within range. The attack has no range penalty and the target gains no benefit
from cover, since you have perfect control of the projectile’s angle.

Teleport Object
Casting Time: 1 round
Initial Cost: Varies
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Up to 10,000 miles
Prerequisites: Teleport

This power is identical to teleport and teleport other, except that it teleports objects. The item to
be teleported must be a single piece and weigh no more than 100 lbs. It’s slightly easier to
teleport objects short distances, but harder to teleport them extremely long distances. PSP cost
increases with distance, according to the following table.

Distance Cost

20 ft 2

200 ft 5

2000 ft 9

1 mile 12

10 miles 15

100 miles 16

1,000 miles 17

10,000 miles 18

Teleport Trigger
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per hour
Range: Self
Prerequisites: Teleport
A teleport trigger is a programmed event which causes you to instantly and reflexively teleport to
a safe location. You must specify where you intend to go. You must also define very specifically
what conditions will trigger the teleportation. These can be anything you want, but the teleport
will not be triggered unless you are aware the conditions have been met. A volcanic eruption
500 miles away will not trigger teleportation unless you have some way to know that the volcano
is erupting.

For example, here are three typically triggers: being reduced to 10 or fewer hit points, seeing a
mind flayer, and being attacked by a magic missile spell. When such predetermined conditions
are fulfilled, you instantly teleport to the programmed location.

When the teleport is triggered, you must have enough PSPs remaining to teleport to that
location, because you pay the cost just as if you were performing a normal teleport. The trigger
remains in effect until you stop paying its maintenance cost.

Time Shift
Casting Time: 1 action
Initial Cost: 6 PSPs
Enhance Cost: 3 PSPs
Maintenance Cost: N/A
Range: Self
Prerequisites: Teleport

Time shifting allows you to travel up to 3 rounds into the future and observe things until time
catches up with you. You see everything frozen around you just as it will be when that moment
in the future actually arivs.

You enter a different reality when you use this power. No one in the “still life” that surrounds
you can see or detect you in any way. You can move freely through the environment, putting
yourself wherever you want to be when you return to normal time. You cannot affect anything
around yourself, nor can anything affect you. Even two time-shifted characters are completely
invisible to each other. To the people in real time, you simply vanish and then reappear
sometime later.

You do not exist for any normal game purpose during the period when you are time shifted. If,
for example, a fireball spell detonates in the room while you are time shifted, you are completely
protected against its effects. In fact, unless the blast leaves visible effects (charred walls, or
corpses or sulfurous fumes), you won’t even know it happened. You see none of the
intervening events.

The power cannot help a character escape contact, however. If someone has established
contact or tangents with the time shifter - and continues paying their maintenance cost - then
the tangents or contact will still be in effect when you return to normal time. Similarly, any spells
affecting you will still apply as long as the caster maintains concentration while you are time-
shifted but their duration continues during the time shifted rounds.

Time shifting offers an obvious advantage in combat. You can leap one round into the future
and maneuver into position for an attack. In that case, you get advantage on your attack roll.
With enough time, it could even create an opportunity for you to escape.

How long does a time shift last? If you travel one round forward, you have one round to
maneuver. For each level of enhancement you travel an additional round forward, and gain an
additional round to maneuver before returning to normal time.

Time/Space Anchor
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: 5 ft radius or Touch
Prerequisites: None

This power protects you against unwanted teleportation. When a time/space anchor is in effect,
you cannot be teleported against your will. Anyone and anything else inside the 5 ft radius is
also protected using this power. Items are protected automatically, but living creatures are only
protected if you want them to be. Each additional creature protected costs increases the
maintenance cost by 1 PSP per round, and only willing creatures are protected.

Alternatively, you can place a time/space anchor on an unwilling creature. You must succeed at
a melee spell attack, and the target gets a wisdom saving throw to shake off the effect. If they
fail, they cannot be teleported by any means as long as you maintain this power. The character
can feel the effect of this power and knows that it will prevent teleportation.

Vanish
Casting Time: 1 reaction, which you take when you are hit by an attack or roll a dexterity saving
throw
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: Teleport

Until the start of your next turn you may evade attacks with short distance teleportation.
Whenever an attack would hit you with this power active, you you may spend 1 PSP to gain a
+5 bonus to your AC against that attack. If the attack misses, you may teleport 5 ft in the
direction of your choice.
You may also attempt to evade an attack that force you to make a dexterity saving throw. After
rolling your saving throw, you may spend 2 PSPs plus 1 PSP per 5 ft needed to move out of the
area of effect of the attack. If you do, you gain +5 to the results of your saving throw. If your
saving throw succeeds you suffer no effects that would normally occur on a successful saving
throw. You may only use this effect of Vanish once per use of the power.

All PSPs spent on a single use of Vanish are considered a single power, so spending points to
evade attacks after already spending enough points on Vanish to reach your mental limit will
cause psychic damage as if using a single power with a cost higher than your mental limit.

Sciences

Banishment
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 4 PSPs per round
Range: 60 ft
Prerequisites: Teleport

With this power, you can teleport a creature against its will to a pocket dimension and hold it
there. The pocket dimension is a featureless area with a benign environment - at may be hot or
cold, dark or light, but not so much that it will cause injury. The target may resist the power by
making a charisma saving throw.

Banishment has a boomerang feature. If you fail to pay the maintenance cost, the banished
creature automatically returns to its original location. The creature cannot reappear in a location
that now contains other matter, however (e.g., to a doorway that has been closed, or to a spot
that now has a sharp stake upon it). If this happens, the creature returns to the nearest open
space.

As long as you pay the maintenance cost, the creature will not automatically return. If the
creature has access to the astral or ethereal planes, or it can teleport between planes, it could
try to return that way. If the banisher is still maintaining the power, however, a psychic contest
takes place. If the banisher wins, the victim is prevented from returning.

Probability Travel
Casting Time:
Initial Cost: 12 PSPs
Enhance Cost: N/A
Maintenance Cost: 7 PSPs per hour
Range: Self plus Touch
Prerequisites: None

With probability travel, you can traverse the astral plane physically as if you were in astral form.
You have no cord, so you can never be killed by having it severed. On the other hand, you can
still be blown to bits.

The astral plane boasts nothing that would attract tourists, but its two-dimensional color pools
serve as highways to the outer planes. These pools, scattered randomly throughout the astral
plane, provide connections to all surface layers of the outer planes.

Travel through the astral plane is speedy, but distance on the astral plane does not equate to
distance on other planes. After 1d6 + 6 hours of travel you reach the color pool you seek.
There is a flat 75% chance that this pool leads to the exact destination you want. Otherwise, it
is approximately 10 miles off target.

You can take other persons along on your probability trip. Each passenger costs 1 extra PSP
per hour, and adds one-half hour to the time needed to find the correct color pool. Passengers
must travel voluntarily; this power cannot drag a character into the astral plane against their will.

Combat on the astral plane is unusual. The traveler’s physical body cannot affect the astral
bodies in any way. However, psionic powers do work against the minds of astral travelers.
Most magical items do not work in the astral plane. Magical items which are keyed to a
particular plane do function there, often with enhanced effect.

If you simply turn off this power while in the astral plane, you don't leave. Instead, you’re
stranded, unable to move except by physically pushing off of solid objects (which are extremely
rare in the astral plane). You’re also stranded if you run out of PSPs or are knocked
unconscious on the astral plane. The only exit from this plane is a color pool.

Summon Planar Creature


Casting Time: 1 action
Initial Cost: 13 or 16 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 120 ft
Prerequisites: Teleport

This science allows you to reach into another plane, grab whatever creature you happen to find
there, and teleport it to your own plane. The victim will be disorientated for one round after
arriving; as a result, they suffer disadvantage on initiative, attack rolls, and saving throws.

A magical summons offers some control over a planar creature, and usually returns that
creature to its home automatically. This psionic power does neither; it merely teleports
something. To be rid of the creature, you must banish it, teleport it again, kill it, or control it
somehow. If the creature is intelligent, you might reason with it. However, the creature is
almost certain to fly into a murderous rage when it discovers its plight.

You can make a summoned creature materialize anywhere within 120 ft of your present
position. This is a tremendous advantage, since the creature, at least initially, has no idea who
summoned it. Its anger is likely to be vented against the first target it finds.

You choose the plane from which the creature will come. You do not choose the creature,
however; that’s determined at random. A creature from one of the elemental planes usually will
be an elemental of the appropriate type. A creature from an outer plane probably will be a
native of that particular plane, but it could also be a visitor, or even an adventurer who
happened to be in the wrong place at the right time. In contrast, the astral or ethereal planes
are a cornucopia of creatures, frequented by beings of every imaginable description. In any
event, the DM decides which creature is summoned, drawing from the monsters for which they
have game statistics.

It costs 13 PSPs to summon a creature from the astral or ethereal plane. If you are dipping into
an inner or outer plane, the cost increases to 16 PSPs.

Teleport
Casting Time: 1 action
Initial Cost: Varies
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Up to 10,000 miles
Prerequisites: None

Teleport is the essential power within this discipline. It allows you to teleport to a familiar spot.
The destination must be a place that you know and can picture mentally - even if you’ve never
actually been there. For example, you may still know a location that you have seen through a
crystal ball, via a sight link, or even by scanning someone else’s mind for the information.

You can still teleport to a place even if it has somehow changed from the way you picture it. For
example, if a room has been rearranged, or is currently on fire, such changes won’t affect the
teleport.

Teleports always take you to a fixed location. For example, if you try to teleport into a gypsy
wagon which wia on the move, you’ll arrive at the wagon’s location when you last knew it. The
wagon itself may be miles away by then. Also, if you were picturing the wagon’s interior, you
will teleport to the space corresponding to the wagon’s interior - which is several feet off the
ground! Because the wagon itself has moved, you will fall when you arrive. Imagine teleporting
to a room on the fifth floor of a tower, only to discover the tower has been razed by marauders
since your last visit.
Teleportation is instantaneous. You simply cease to exist in the previous location and spring
into being at the destination. There is a slight, audible “pop” at both ends, as air rushes into the
sudden vacuum or is instantly displaced.

Restraints do not affect teleportation. If you are tied up, shackled to a wall, or buried up to your
neck you can still teleport. The restraints remain behind.

Clothing, on the other hand, does accompany you. You may also carry small items in your
grasp or wear equipment on your person, not exceeding ⅕ of your total body mass. If you
double the PSPs expended you can carry up to 3 times your body mass, or take along up to 3
other willing characters whom you have a firm grasp. This extra cost does not toward your
mental limit.

A character can teleport any distance, but as the distance increases so does the cost. Ranges
and point costs are shown below.

Distance Cost

20 ft 4

200 ft 8

2000 ft 12

1 mile 13

10 miles 14

100 miles 15

1,000 miles 16

10,000 miles 17

Teleport Other
Casting Time: 1 action
Initial Cost: Varies
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch
Prerequisites: Teleport

This power is identical to Teleport, except it is used to teleport other characters. You stay
where you are while someone else is teleported. The character must be willing to be teleported,
or unconscious. PSP costs are the same as for Teleport. In other words, cost increases with
distances. If you pay twice the usual PSP cost, you can teleport up to 3 characters, provided
they are firmly grasping one another. This additional cost does not count toward your mental
limit.

Telepathy

Talent

Psychic Jab
Casting Time: 1 Action
Range: 60 ft

You strike at the target’s mind directly, inflicting psychic damage. That creature must make a
wisdom save or take 1d10 psychic damage. This damage increases by 1d10 at 5th level
(2d10), 11th level (3d10), and 17th level (4d10).

Devotions

Attraction
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

The opposite of aversion, this power creates an overwhelming attraction to a particular person
or thing - be it an item, creature, action, or event. A victim of this jpower will do whatever seems
reasonable to get close to the object of their attraction.

The key word is “reasonable”. The victim is completely fascinated, but they don’t suffer from
blind obsession. They won’t leap into a fire or over a cliff, for example, or climb into the arms of
a tarrasque. They can still recognize danger, but they will not flee unless the threat is is strong
and immediate. And if the danger is not apparent, such as poison in a goblet of wine, the
character could easily destroy themself in pursuit of the attraction.

Aversion
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

The victim of this power gains an aversion to a particular person, place, action, or event. They
will do everything they can to avoid the object of their aversion. They will not approach within
60 feet, and if they are already within 60 feet, they will back away at the first opportunity.

Awe
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

You can use this power to make others hold you in awe. Each character contacted is mentally
cowed; they sense your “awesome might”. They have no desire to serve or befriend you, but
they won’t attack you unless forced to do so. They’ll do whatever they can to avoid angering or
upsetting you. If possible, they’ll avoid you all together, and take the first opportunity to escape.

Any time a creature affected by this power sees you take damage or show weakness in some
way they may make a wisdom saving throw. If they succeed the effect ends on that character,
but can still be maintained if other characters are still affected.

Conceal Thoughts
Casting Time: 1 action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Self
Prerequisites: None

This defensive devotion protects you against psionic or magical ESP, probes, mindlink, life
detection, and other powers or spells which read or detect thoughts. If one of these powers or
spells is used against you and does not normally allow a save you may make a wisdom save to
avoid the effect. If it does allow a save, you gain advantage on that save.

Contact
Casting Time: 1 action
Initial Cost: 1 PSP
Enhance Cost: N/A
Maintenance Cost: 1 PSP per minute
Range: 120 ft
Prerequisites: None

Contact must be established before virtually any telepathic power can be used on another
character. It is just what its name implies - contact between the minds of the telepath and
another creature. Contact does not allow communication by itself; it is merely the conduit for
other telepathic exchanges.

Many telepathic powers list “contact” in their initial cost. That means contact must be
established in a previous round before those powers can be used. As long as contact is
maintained, you can use other powers which require it, and can even switch (using attraction
and then mindlink on the same subject, for example).

You can maintain contact with more than one subject at a time, but you must pay the
maintenance cost for each one individually. For example, if you wish to inspire awe in two
subjects you must establish and maintain contact with each one separately.

You cannot contact a subject that you know nothing about. In other words, you can’t use this
power to scan around and “see what’s out there.” You must either have your subject in sight or
know specifically who or what you are looking for. You cannot, for example, try to contact any
random orc which may or may not be standing behind a closed door. However, you can try to
contact a particular orc which you have seen before.

How you establish contact depends on your target: If they aren’t on their guard and don’t
consider you a hostile character you can attempt to establish contact without them noticing, but
it takes longer. You activate the contact power and make a ranged psionic attack against the
target’s wisdom score. If the attack succeeds you establish a tangent, and once you have 3
tangents you have complete contact. If your attack fails the target makes a perception check,
and if they succeed they are aware that something is happening to their mind. They aren’t
aware that you specifically are the one responsible unless they have another reason to suspect
you, but this will still generally put them on the defensive forcing you to use psionic attacks if
you wish to establish contact.

If they are on their guard or you want to establish contact faster, you must break through their
defenses with a psionic attack. See the section on psionic combat. You need at least one
psionic attack power to establish contact in this way.

Breaking Contact: Contact is not severed until you break it off by failing to maintain it. If the
person contacted is a psionicist, they may also do something to sever it. The power “ejection”
can end unwanted contact. They can use a psionic attack of their own to attack your mind, and
once they establish their own contact against you both are canceled. You do not need to make
concentration checks to maintain Contact.
Convergence
Casting Time:
Initial Cost: 8 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Contact
Prerequisites: Contact

When psionicists put their heads together, the results can be impressive. Convergence allows
psionicists to link their minds into one synergetic being - an entity more powerful than the sum of
the individual parts.

There is no limit to the number of psionicists who join minds. Each participating psionicist must
know the convergence power, however, and must pay the initial cost to join the collective. Then
they are linked. All their PSPs flow into a single pool, from which each draws their strength. If
one participant knows a power, now anyone in the group can use it.

Each participant can use psionic powers at the normal rate per turn. If the group is attacked
psionically, the attack must overcome every psionicist’s defense. If it does, the attack affects
every character in the convergence.

When convergence is discontinued, PSPs that remain in the pool are evenly divided among all
the participants. Fractions rounded down, and no individual can exceed their usual maximum.

Daydream
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per minute
Range: Contact
Prerequisites: Contact, Mindlink

By using this power, you cause someone’s mind to wander. This is only effective against
characters with Intelligence 14 or less who are not concentrating hard on the task before them,
but are just going about their business in a casual, relaxed manner. You must have established
contact against the target without raising their awareness. It obviously has no effect in combat.

Once affected, the daydreamer pays little attention to their surroundings, making it much easier
for someone to pick their pocket, slip past them unobserved, or otherwise escape their notice.
They gain disadvantage on all perception checks.
Ego Whip
Casting Time: 1 action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 80 ft
Prerequisites: Contact, Mindlink

Ego whip is one of the five telepathic attacks used to establish contact with another’s mind. The
power assaults the victim’s ego, leaving them with feelings of inferiority and worthlessness.
When used in this way, ego whip allows you to attack twice. When using ego whip you add
your intelligence modifier to your psionic attack rolls.

If used against a contacted mind, the target is restrained for 1 round.

Empathy
Casting Time: 1 action
Initial Cost: 1 PSP
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: 50 ft radius or Contact
Prerequisites: Contact

By using empathy, you can sense the basic needs, drives, and/or emotions generated by any
mind. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility,
friendliness, love - all of these and more will be sensed.

This power can affect any non-psionic creature within 50 ft if they fail a wisdom saving throw.
Alternatively, it can be used on any mind you have contacted without any saving throw allowed.

ESP
Casting Time: 1 action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 PSPs per round
Range: Contact
Prerequisites: Contact

Extrasensory perception, or ESP, allows you to read someone else’s mind (as the power is
treated here). You can only perceive surface or active thoughts. You cannot use ESP to
explore someone’s memories or delve into their subconscious.
Most intelligent creatures tend to think in words, so language is a barrier to understanding.
Intelligent creatures think in pictures. Magical thought, such as a wizard uses in casting spells,
is unintelligible. However, you can easily recognize such thoughts as part of the spell-casting
process.

False Sensory Input


Casting Time: 1 action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

This devotion allows you to falsify someone’s sensory input - making the victim think that they
see, hear, smell, taste, or feel something other than they really do. The falsehoods are
somewhat limited. Nothing can be completely hidden or made to disappear, and everything
must retain its general size and intensity.

For example, a human could be made to look like a dwarf, but not like a parrot. A slamming
door could be made to sound like a thunderclap or a cough, but not like rustling paper. Oil could
be made to taste like garlic, but not like water.

Id Insinuation
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 120 ft
Prerequisites: Contact, Mindlink

Id insinuation is one of the five telepathic attacks. It seeks to unleash the uncontrolled
subconscious of the defender, putting it against their superego. The attack leaves the victim in
a state of moral uproar. When used in this way, id insinuation allows you to attack twice. When
using id insinuation you add your charisma modifier to your psionic attack rolls.

Technically speaking, this power drives them nuts, at least temporarily. Their id - the seat of
primitive needs, animal drives, cruelty , and ferocity - seeks to launch them into a rage of
violence and desire. Their superego - the seat of moral conscience and the “civilized” part of
their brain - struggles to maintain the upper hand. If this power is used against a contacted mid,
the target spends their next action attacking the nearest target. If this causes them to attack an
ally, they have disadvantage on the attack.
Identity Penetration
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Contact
Prerequisites: Contact

Identity Penetration allows you to determine the target’s identity in spite of polymorphs, illusions,
disguises, etc. You learn their true name, race, gender, and appearance. You also learn any
aliases or nicknames that they frequently use. If used with an ability which allows you to see
auras, you can also see through any attempt to conceal or disguise their true aura.

Impossible Task
Casting Time: 1 action
Initial Cost: 10 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per day
Range: Contact
Prerequisites: Contact

This power forces the victim to think that a given goal is unachievable, regardless of the reality
of the situation. You must be familiar with the victim and what they are trying to accomplish.
The power must be directed at one particular task, something easily described. The task can be
simple, like “travel from Tyr to Altaruk is impossible” or more complicated such as “further study
in magic will be fruitless”. As long as you maintain contact they act accordingly - other
characters cannot convince them that their task is possible. If you discontinue contact but
maintain Impossible Task they may immediately make a wisdom saving throw, and if they
succeed they shake off the effect. As long as you maintain Impossible Task without contact
they may repeat this saving throw each day.

If you cannot narrow down the tasks effectively, describing it in just a few words, the DM can
decide that the power has no effect.

Incarnation Awareness
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 13 PSPs per round
Range: Contact
Prerequisites: Contact
By applying this power to another character, you can gain knowledge about past lives. One
past life can be explored per round, starting with the most powerful personalities (usually these
are also the most famous, but not always).
You also know immediately how many times this particular personality has been killed and
raised from the dead. It is up to the players to put this information to use.

Inflict Pain
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

This is a particularly nasty form of torture. It causes no actual harm to the subject and leaves no
marks or scars, but causes excruciating pain of any sort you desire. Only evil characters can
learn this power freely; others find their alignments twisting toward evil if they wish to inflict pain.

If the victim is is being questioned, they must make a constitution saving throw each round to
withstand this agony. You do not know the results of their saving throw. If they fail their save
they must respond to any question that round with the answer that they believe will be most
likely to stop the pain. This could be the truth, or just what they think you want to hear.

If used in combat, the victim must make a constitution saving throw at the beginning of their
turn. If they fail they cannot cast spells, lose any spell requiring concentration, and suffer
disadvantage on all attacks, saving throws, and skill checks until their next turn.

Invincible Foes
Casting Time: 1 action
Initial Cost: 7 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

The victim of this devotion believes that any blow struck against them will cripple or kill them.
Even if they blow actually causes only one point of damage, the victim thinks they’re dying, and
that they can no longer fight. They fall to the ground in horrible pain. At the end of each of their
turns after taking damage they may make a wisdom saving throw, and if they succeed they
recover and the effect of Invincible Foes ends.
Even if the victim of this power is never actually struck, their behavior is likely to change. Fully
expecting the next blow to kill them, they may stop attacking and defend, try to flee, or surrender
and beg for quarter.

“Invincible Foes” can also work in reverse. In other words, an attacker can be made to believe
that every blow they strike is fatal. The belief is strong enough to create an illusion: even if the
attacker barely scratches their foe, they see the “victim” lying down, mortally wounded. They
will continue to imagine that opponent lying on the ground until the opponent attacks again. It
doesn’t matter whom they attack; any attack breaks the illusion.

This reversal has several consequences. Characters who have been “killed” - i.e., struck - can
simply walk away from the fight, leaving their “corpses” behind. Or they can move into position
and attack again, gaining advantage on their attack roll. After this happens three times, the
affected character must make a Wisdom saving throw. If they fail, they become convinced that
their foes are unkillable and reacts accordingly.

A creature can only be affected by each version of Invincible Foes once per combat.

Invisibility
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

Psionic invisibility differs significantly from magical invisibility. To make yourself invisible, you
must individually contact each mind that you want to deceive. Once they are all contacted, you
make yourself invisible to them only. You can still see yourself, as can anyone who was not
contacted. Only characters within 100 yards of you can be affected by this power.

Invisibility is a delusion affecting one or more select characters, not an illusion affecting
everyone. The only real change occurs in the mind of your targets. For this reason, you can
make anyone invisible - not just yourself. The “invisible” being must be approximately man-
sized or smaller however.

You pay the maintenance cost for each target and each individual you wish to make invisible
separately. For example, to make two creatures invisible to two opponents you would need to
pay the maintenance cost four times.

Life Detection
Casting Time: 1 action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: 120 ft
Prerequisites: None

You can detect the presence of living, thinking creatures within a limited area. You must scan
like radar. If you are scanning at short range, you can cover a large angle. At long range, the
angle is significantly reduced. You can scan through 180 degrees to a range of 40 ft, 90
degrees to a range of 80 ft, or 30 degrees to a range of 120 ft.

One round of scanning will detect humanoids, mammals, and monsters with 8 or more hit dice.
A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less
than 8 hit dice. In either case you get an accurate count of the creatures.

Mind Bar
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: Self
Prerequisites: None

Mind bar is a magician’s bane and the telepath’s boon. It gives you advantage on all
intelligence, wisdom, and charisma saving throws from magical sources. It also offers complete
protection against possession of any sort.

In addition, mind bar protects you against all telepathic powers from opponents that do not have
contact against you, except the 5 attack modes. If an attack succeeds against you, it ends your
Mind Bar rather than establishing a tangent. Once Mind Bar is removed, further attacks can
establish contact like normal.

Mind Thrust
Casting Time: 1 action
Initial Cost: 2 PSP
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 30 ft
Prerequisites: Contact, Mindlink

Mind Thrust is one of the 5 telepathic attacks used to establish contact with another’s mind. It is
a stabbing attack which seeks to “short” the synapses of the defender. When used in this way,
mind thrust allows you to attack twice. When using mind thrust you add your wisdom modifier
to your psionic attack rolls.
If the subject’s mind has already been contacted, this power disrupts the target’s control of their
legs causing them to fall prone.

Mysterious Traveler
Casting Time: 10 minutes
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

This power begins a contagious rumor about your whereabouts and direction of travel. The
subject take extraordinary notice of you - dress, appearance, mannerisms - and spend an entire
day remarking about the traveler they have seen. Their memory is entirely accurate except
when it comes to direction and mode of travel. A subject may say you were an “extraordinary
elf, who made his way south out of town on the M’ke caravan” to one acquaintance, then insist
an hour later that he “ran from town to the north-west”. All characters that see you during the 10
minute casting time continue these rumors all day, except that characters who personally know
you are unaffected. Unaffected people who hear a rumor may still pass it along normally.

Phobia Amplification
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

This power allows you to reach into someone’s mind and discover their greatest fear, then
amplify it to the point of irrationality. The victim believes they are imminently threatened by the
object of their fear, even if it is completely absurd. A character with a fear of falling, for
example, is convinced they could pitch over a cliff at any moment - even while on an endless
prairie - unless they stand absolutely still.

The reaction of the frightened character depends on the fear. They will defend themself if
attacked (unless defending themself is somehow tied to their phobia). A wizard may teleport
away or use other spells to guarantee their safety. Other characters might freeze in place or
flee for their lives. But all of their actions will be geared toward protecting against the fearsome
object or situation.
The fear lasts as long as you maintain the effect. Once you stop, the fear fades back to its
normal proportions, probably leaving the character slightly shaken and more than slightly
chagrined.

Post-Hypnotic Suggestion
Casting Time: 1 action
Initial Cost: 1 PSP per level or hit die of the creature
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Contact
Prerequisites: Contact, Mindlink

Any creature with an intelligence between 6 and 16 can receive a post-hypnotic suggestion.
(Very dim or very brilliant creatures are not susceptible.) You plant a suggestion of some
reasonable course of action in the creature's subconscious, along with the situation that will
trigger this action. When that situation arises, they make a saving throw with a +1 bonus for
each day that has passed since the suggestion was planted. If they fail, they will believe that
the action is completely reasonable and will immediately attempt to carry it out.

A “reasonable course of action” is one that does not violate the creature’s alignment or class
restrictions. It can be something that they would not normally do, but if it is too strange they just
won’t do it.

The suggestion continues even if contact is ended. The suggestion fades completely once it’s
no longer possible for the target to fail their saving throw.

Psychic Crush
Casting Time: 1 action
Initial Cost: 6 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 60 ft
Prerequisites: Contact, Mindlink

Psychic crush is one of the five telepathic attacks used to establish contact with another’s mind.
It is a massive assault upon all neurons in the brain, attempting to destroy all by a massive
overload of signals. When used in this way, psychic crush allows you to attack twice. When
using psychic crush you add your intelligence modifier to your psionic attack rolls.

If this attack is used against an already contacted mind it does 5d6 psychic damage.
Psychic Drain
Casting Time: 1 minute
Initial Cost: 9 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch + Contact
Prerequisites: Contact, Mindlink

Psychic drain enables you to tap into the personal psychic energy of other people to augment
your own psionic strength. Up to 6 people can be tapped at one time.

Each subject, who is often called a host, must first be asleep. Next, you must make contact with
the person’s mind. Then you activate this power and the host falls into a trance which lasts
1d6+3 hours. The character can be awakened with some difficulty before then, but they’ll be
groggy and disoriented for another hour.

While the host is in the trance, you can siphon psychic energy. Just as a vampire draws blood
to grow strong, you drain wisdom, intelligence, and constitution points. When you activate a
power, you can siphon ability points to pay for it at a rate of 1 point per 10 PSPs. You must
remain within 120 ft to draw strength from them.

After the power ends, the host may suffer ill effects depending on how much strength was
drained from them. For each attribute that was reduced, roll 1d10. Add up rolls that were
higher than the reduced attribute score and consult the following table.

Result Lingering Effects

0 None

1 Temporary Amnesia (2d6 weeks)

2 Permanent Amnesia

3 Coma

Reduced attributes recover at a rate of one point per day. Additional ill effects can be recovered
with Greater Restoration or Psychic Surgery.

Psychic Impersonation
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per hour
Range: Self
Prerequisites: Probe

This power enables you to mask your own aura and thought patterns, and make them match
someone else’s perfectly. To accomplish this, you must first probe the subject you wish to
impersonate.

Psychic impersonation does not alter any of your other features. It only changes your identity to
other creatures with psionic powers. If a psionic power attempts to discern your identity or aura,
you may make a wisdom saving throw. If you succeed, they see only the identity of the creature
you probed.

Psychic Messenger
Casting Time: 1 action
Initial Cost: 10 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 200 miles
Prerequisites: None

This power allows you to create an insubstantial, 3-D image of yourself, which can appear
anywhere within 200 miles and deliver a message. Everyone present can see and hear the
messenger. Communication is one-way. You have no idea what is happening around your
messenger.

Repugnance
Casting Time: 1 action
Initial Cost: 9 PSPs
Enhance Cost: N/A
Maintenance Cost: 7 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

With this power, you make something - a particular person, place, or object - completely
repugnant to another character. That character is overwhelmed with loathing for the “thing”, and
they will seek to destroy it as completely and quickly as possible.

If the object is something they have affection for or if this destruction is strongly against the
character's alignment, they get may make a wisdom saving throw to resist this effect. If it is
both against their alignment and something they like they have advantage on this saving throw.

Send Thoughts
Casting Time: 1 bonus action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Contact
Prerequisites: Contact

This is one-way communication, allowing you to send your own thoughts to someone else’s
mind. You can send information or simply distract the target. If sending information you can
send any image you can form in your mind, but you can only include words if you share a
language. If you attempt to distract the target they must make a concentration check with a DC
equal to your psionic save DC or lose any concentration effect they are maintaining.

Sight Link
Casting Time: 1 action
Initial Cost: 7 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSP per minute
Range: Contact
Prerequisites: Contact, Mindlink

Sight link allows you to tap into another character’s optical system. You see whatever your link
sees. (Your own vision is unaffected.) Alternatively, you can send your own sight to the other
character. If the sender is subjected to a gaze attack, the receiver is also affected.

Sound Link
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSP per minute
Range: Contact
Prerequisites: Contact, Mindlink

By means of a sound link, you tap into the auditory system of another person or creature. You
hear whatever your link hears. Alternatively, you can send your own sense of hearing to your
target so they hear whatever you hear. If the sender is subjected to an auditory attack the
attack affects the receiver as well.

Synaptic Static
Casting Time: 1 action
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: 10 PSPs per round
Range: 60 ft
Prerequisites: None

Synaptic static interferes with all psionic activity within a given area. Even you are affected,
when you create static, you cannot activate or maintain any other power simultaneously.
However, you may also prevent others from using their powers. Anyone who tries to use a
psionic power within the area of effect must make a wisdom saving throw. If they succeed the
power functions normally, but if they fail then they still spend half the power’s initial cost.

Exposure to synaptic static for more than 5 rounds will give anyone a splitting headache.

Taste Link
Casting Time: 1 action
Initial Cost: 3 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per minute
Range: Contact
Prerequisites: Contact, Mindlink

Could this be a dieter’s dream? Taste link allows you to tap into the flavor senses of another
person or creature. You taste whatever your link tastes. Alternatively, you can send your own
sense of taste to the target.

Telempathic Projection
Casting Time: 1 action
Initial Cost: 4 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Contact
Prerequisites: Contact, Mindlink

Telempathic projection allows you to send emotions to everyone you have contacted. This
power cannot radically change a character’s emotional state, however. A character who is very
angry could be made only slightly angry, for example, but not happy. Empathic changes are a
matter of degrees, no more.

Repeated use of this power can move a character further toward the emotion you are sending,
but each use is less effective than the last.

True Worship
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Contact
Prerequisites: Contact

You can pinpoint the focus of worship for any individual you have contacted by using this power.
If the target is a spellcaster that draws power from their devotion to a particular entity or other
source, such as a cleric or druid, you will learn what they worship and the type of power they
draw from it. If they are not granted power through worship you will learn that as well, in
addition to anyone or anything that they worship for other reasons.

Truthear
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: 2 PSPs per round
Range: Self
Prerequisites: Contact, Mindlink

When you use truthear, you can tell whether other people intentionally lie. You do not hear their
words translated into truth; you merely know whether or not speakers believe they are lying.
You do not need to contact a target to use this power, but it does make it more effective. If the
target attempts to lie while you are using truthear they must make a charisma saving throw to
keep the lie hidden, but if you have contacted them they have disadvantage on this saving
throw.

Sciences

Domination
Casting Time: 1 action
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: 14 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

With domination, you can project signals from your own mind into the mind of another person or
creature. As a result, the subject is forced to do nearly anything you wish. The dominated
subject knows what is happening, but cannot resist your will. Commands are given mentally
and automatically.
The victim’s abilities are neither diminished nor enhanced by this power. The subject can be
forced to use any power or ability they normally can - assuming you know about it. Domination
does not reveal facts or secrets about a victim.

As soon as the domination is attempted, the victim makes a wisdom saving throw. If this saving
throw succeeds the victim is not dominated. If it fails, the victim has fallen under your control.
However, if the victim is later forced to do something obviously suicidal they can make another
saving throw to regain their free will. This would include non-action that is likely to lead to its
death, like lowering its own defenses while your allies prepare to strike.

Ejection
Casting Time: 1 action
Initial Cost: 8 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

Ejection is the final defense against unwanted contact. If a psionicist has forced contact with
your mind, or has been granted contact and is now doing things they should not be, they can be
ejected.

Ejection is risky for the user. You may fail to fully eject the opponent, or suffer one of several
possible side effects. Roll 1d20 on the table below to determine the result of your attempt.

1) Lose access to all sciences for 1d10 hours


2) Lose access to one discipline at random for 1d10 hours
3) Lose 1d10 + 10 PSPs
4) Lose 1d10 PSPs
5) Take 1 point of temporary constitution damage
6) Lose 1d10 HP
7) Sever only 1 portion of contact
8) Sever only 2 portions of contact
9 - 19) Sever contact entirely
20) Sever contact, and the opponent rolls 1d6 on this chart.

Fate Link
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 6 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink
This power enables you to intertwine your own fate with that of another creature. If either being
experiences pain, both feel it. When one loses hit points, both lose the same amount. If either
dies, the other must immediately make a saving throw to avoid the same fate.

Alternatively, you can tie the fates of two creatures together. You must contact each of them
individually, and then activate this power. Once the fate link is established, it remains in place
as long as you pay the maintenance cost even if you lose contact with one or both creatures.

Mindlink
Casting Time: 1 action
Initial Cost: 2 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per round
Range: Contact
Prerequisites: Contact

Mindlink allows the user to communicate wordlessly with any intelligent creature you can
contact. This is two-way communication. It is not the same as mind-reading because you only
receive thoughts which the other party wants to send. Language is not a barrier. Distance has
no effect once contact is established.

Mindwipe
Casting Time: 1 action
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: 14 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink

Mind wiping is a crude form of psychic surgery which affects the subject’s IQ. It’s like a
temporary lobotomy. You systematically seal off portions of the subject’s mind, making
whatever knowledge was contained there inaccessible.

When a mindwipe is attempted, the victim makes a wisdom saving throw. If it succeeds
Mindwipe has no effect, but contact is maintained. If it fails the target’s Intelligence and Wisdom
scores are reduced by 1.

You can also use mindwipe to seal off a particular memory or piece of knowledge. If you target
a memory it must be a specific event. For example, if you wanted to erase all knowledge of a
person from someone’s mind you’d need to know every time they encountered that person and
remove each one individually. When removing knowledge it must be a specific idea. For
example, you could remove the knowledge of a particular spell from a spellcaster’s mind but
could not remove all knowledge of spellcasting. You are not granted any information on what
the target knows, but a power like probe could reveal memories or knowledge you wish to
remove.

The damage done with Mindwipe can be restored with psychic surgery or greater restoration.

Probe
Casting Time: 1 action
Initial Cost: 8 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 PSPs per round
Range: Contact
Prerequisites: Contact, ESP

Probe is similar to ESP (a telepathic devotion), but a probe allows you to dig much deeper into a
subject’s subconscious. If the subject fails a wisdom saving throw, then all their memories and
knowledge are accessible to you - from memories deep below the surface to those still fresh in
the subject’s mind. The information gained is not necessarily true, but it is true as far as the
subject knows.

You can learn the answer to one question per round. DMs have some discretion in determining
this rate. If the questions or answers become too complicated, each may take longer than one
round to resolve. You can probe a subject who is conscious, as well as one who resists. A
probe can even be carried out in the midst of melee, provided the telepath can establish
contact.

Psionic Blast
Casting Time: 1 action
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 60 ft cone
Prerequisites: Contact

Psionic blast is a wave of brain force which can jolt a subject’s mind like shocking news. This is
one of the 5 telepathic attacks used to establish contact. Unlike the other attack modes, psionic
blast effects a 60 ft cone rather than an individual creature. You make one attack roll, and each
creature in the area that fails to defend itself receives a tangent. When using psionic blast you
add your wisdom modifier to your psionic attack rolls.

If a creature within the area is already contacted, it takes 8d8 psychic damage. When you use
psionic blast you can make two attacks, but each creature can only take psychic damage from
psionic blast once per round.
Psychic Surgery
Casting Time: 10 minutes
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch + Contact
Prerequisites: Contact, Mindlink

Psychic surgery allows you to repair psychic damage. You can even operate on yourself if need
be, though you have disadvantage on your Insight check in this case. Phobias, aversions,
idiocy, comas, seizures - all these psychic ailments can be treated and cured, as well as several
others. Curses or magical conditions - such as geases and charms - cannot be cured.

This power cannot cure possession either. However, psychic surgery can confirm that the
problem really is possession, and can force the possessing entity into psionic combat if you
desire. This may be risky, since creatures capable of possession may be quite powerful and
you cannot ascertain their power beforehand. On the other hand, psychic surgery could cure
the possession indirectly by forcing a psionically weak entity to flee rather than face combat.

To cure a condition, you must make an Insight check. The difficulty of the check depends on
the condition being cured. Most conditions are DC 15, but the DM can determine that a
particular condition is easier or harder depending on its severity and source. If you fail the
Insight check by 5 or more curing the condition is beyond your skill, and you cannot make
another attempt until you gain a level.

Superior Invisibility
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: N/A
Maintenance Cost: 4 PSPs per round
Range: Contact
Prerequisites: Contact, Mindlink, Invisibility

Superior Invisibility is like invisibility, but it masks you completely. You make no sound and
have no smell, though you can still be felt if touched. When activated, this power affects each
creature you have currently contacted. If you attack a creature affected by this power, they may
make a wisdom saving throw to remove the effect.

Switch Personality
Casting Time: 10 minutes
Initial Cost: 18 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Touch + Contact
Prerequisites: Contact, Mindlink

You can literally put yourself in another’s shoes. This science allows you to switch your own
mind with someone else's. In effect, you exchange bodies. The other person’s mind inhabits
your body, while your mind inhabits the subject’s body. The switch is permanent, and lasts until
you use the power to reverse it.

Each character gains the other’s physical attributes. However, both minds retain all their own
knowledge and knowledge-based abilities. For example, if you switch minds with a 10th level
fighter you gain a body with that fighter’s hit points and physical attributes (strength, dexterity,
and constitution). However, you retain your proficiency bonus, skills, and so forth.

The switch takes 10 minutes to complete, and the process is quite traumatic. At the end of the
casting time, both characters must make a DC 17 constitution saving throw. A character who
fails this saving throw lapses into a coma for 2d20 hours.

Bodies that have undergone a personality switch tend to degenerate. Both characters must
make a DC 13 constitution saving throw every day. If a saving throw fails the character takes 1
point of constitution damage. This damage cannot be restored with greater restoration until the
original mind is returned to its body. If a constitution score drops to zero, the creature dies.
Once the original mind is restored, the body will recover one point of constitution per day.

Metapsionics

Talent

Psionic Sense
Casting Time: 1 action
Range: 120 ft

With psionic sense, you can detect psionic activity anywhere within 120 ft. Any expenditure of
PSPs constitutes psionic activity, even if it is only to maintain a power.

You can also sense objects imbued with with psionic energy via empower, or residual energy
from psionic powers used in the area. If sensing residual energy, the power must have been
used within 1 minute per PSP spent. You must be within 30 ft to sense empowered objects or
residual psionic energy.
Devotions

Cannibalize
Casting Time: 1 bonus action
Initial Cost: 0 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

This power allows you to cannibalize your own body for extra PSPs. When used, you can take
any number of Constitution points and convert them directly to PSPs at a ratio of 1 to 8.

The constitution reduction is not permanent, but its debilitating and long-lasting. You can
recover one cannibalized point of Constitution per full day of rest.

Disjoint Psionics
Casting Time: 1 action or 1 reaction which you take when you see a creature within 60 ft of you
activate a psionic power.
Initial Cost: Varies
Enhance Cost: N/A
Maintenance Cost: N/A
Range: 300 ft or 60 ft
Prerequisites: Psionic Inflation

This power allows you to disrupt another Psionicist’s powers. This has a variety of uses; it can
disrupt psionic items, prevent a psionicist from maintaining their powers, or counter another
psionicist’s power as it’s being activated.

If you use this power to disrupt a psionic item, you must spend 12 PSPs. The item’s psionic
properties and abilities are suppressed for 1 hour. During that time it is treated as a mundane
object, except in regards to surviving an attempt at destroying it.

If you use this power to prevent a power from being maintained, you choose a number of PSPs
to spend. The psionicist maintaining the power must succeed at Wisdom saving throw. If they
fail, they must immediately stop maintaining any number of powers with a total maintenance
cost greater than or equal to the number of PSPs you spent, or all powers they are maintaining
if you spend more PSPs than the total maintenance cost of all powers they are maintaining.

If you cause a psionicist to discontinue contact, this frequently results in a psionic backlash
against the contacted creature. This is similar to the Ejection power, but more severe because
the contacted creature cannot prepare for the side effects of suddenly ending contact. They
must roll 1d12 on the following table:
1) Lose access to all sciences for 1d10 hours, and take 6d10 psychic damage
2) Lose access to one discipline at random for 1d10 hours, and take 4d10 psychic damage
3) Lose 1d10 + 10 PSPs. Take 2 points of psychic damage for each PSP lost beyond your
current total.
4) Lose 1d10 PSPs. Take 2 points of psychic damage for each PSP lost beyond your
current total.
5) Take 1 point of temporary constitution damage
6) Take 1d10 psychic damage
7) Sever only 1 portion of contact
8) Sever only 2 portions of contact
9 - 12) Sever contact entirely

If used to counter a psionic power, you must spend your reaction when you see a creature
within 60 ft activate a psionic power. That creature must make a Wisdom saving throw. If they
fail, you may prevent them from activating their power by spending PSPs equal to the power’s
cost (including any enhance cost they paid). If they succeed, you lose PSPs equal to half the
power’s cost (including any enhance cost they paid).

Gird
Casting Time: 1 action
Initial Cost: 0 PSPs
Enhance Cost: N/A
Maintenance Cost: 1 PSP per hour
Range: Self
Prerequisites: None

Each time you gird another power you can maintain that power automatically - i.e., without
mental concentration. Thus, you could even sleep without disrupting those powers.

To use gird, you must first initiate and maintain the power you intend to affect. You then spend
an action to use this power, and the initial power will be maintained until you consciously choose
to end it or run out of PSPs.

Gird does offer a significant advantage in combat, since the power requires no mental
concentration it cannot be disrupted when you take damage or are distracted. You never have
to make a concentration check to avoid losing a power maintained with Gird. If you use Gird on
every power you are maintaining, you could even use your concentration on an effect other than
maintaining psionic powers.

Martial Trance
Casting Time: 1 action
Initial Cost: 5 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

With this power you enter a trance, which focuses your mind for psionic combat. As long as this
power is active, you gain advantage on all rolls in psionic combat. However, you cannot take
any actions other than activating psionic powers. You are aware of your surroundings while
martial trance is active, but must spend an action to end the trance if you wish to do anything
other than use your psionic powers.

Psionic Inflation
Casting Time: 1 action
Initial Cost: 16 PSPs
Enhance Cost: N/A
Maintenance Cost: 3 PSPs per round
Range: 100 ft radius
Prerequisites: None

When you invoke this power, you send out a powerful ring of psionic noise. All psionic activity
within range requires twice the normal initial cost and maintenance. You are not affected; the
noise actually begins about an inch beyond your aura, creating a bubble of relative quiet around
you.

Psychic Bolt
Casting Time: 1 action
Initial Cost: 6 PSPs
Enhance Cost: 6 PSPs
Maintenance Cost: N/A
Range: 120 ft
Prerequisites: None

You send out a single bolt of raw psionic energy. You make a spell attack roll against an enemy
within range. If the attack hits, it deals 4d6 psychic damage.

For each level of enhancement, you fire an additional psychic bolt. These bolts may attack the
same target or different targets within range.

Receptacle
Casting Time: Varies
Initial Cost: 0 PSPs
Enhance Cost: N/A
Maintenance Cost: N?A
Range: Touch
Prerequisites: None

This power allows you to store psionic energy in a special receptacle. You can then draw upon
the energy later to fuel your other psionic powers. You cannot use these points when you total
pool of psionic strength is at its maximum. However, you can keep the stored PSPs on hand
until you’re running low on psionic energy, and then use them immediately. (It’s like storing a
pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you
should lose blood in a n accident or operation, you can use the stored blood to recover the loss
quickly.)

Before powers can be stored, a receptacle must be prepared. Two types of containers are
appropriate: a vessel prepared with empower, or a valuable gem that has been specially
prepared using the receptacle power.

Empowered Vessel: Any vessel can serve as a receptacle for psionic energy if it is
empowered first. You must perform the initial preparation and final sealing described under
Empower. You do not need to do anything further; the vessel needs no additional powers. It
can hold PSPs equal to double your psionicist level.

Valuable Gem: A gem can hold 1 PSP for every 100 gold pieces of its worth, rounded down.
The gem still requires preparation, however. To do this, you must slowly fill the gem with PSPs
- 1 per 10 minutes - until the gem reaches maximum capacity. You can do nothing else while
filling the gem. Once complete, the gem becomes a psionic receptacle which can be used to
store and retrieve PSPs.

Storing Points: Using your receptacle power, you can automatically place PSPs into a properly
prepared container at a rate of 1 per round.

Using Stored Points: You can retrieve stored points automatically. The receptacle must be in
contact with your flesh. You can never retrieve more points than the receptacle currently holds,
nor can you retrieve more points that would take you above your maximum. You can only use
one receptacle at a time, and you can only retrieve PSPs from a receptacle that you have
personally stored PSPs in.

Retrospection
Casting Time: 10 minutes
Initial Cost: 60 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: Convergence
Retrospection is a kind of psionic seance. It allows you to delve into the past and locate
memories that have been loosed from other minds. You must join at least two other psionicists
in a convergence before you can use this power. You - or one of the participants in the
convergence - then poses a question regarding a specific event in the past.

When retrospection succeeds, you tap into a universal, pervasive memory. You have access to
any information that ever existed in anyone’s memory regarding the incident you are
investigating, but not all of it may come to mind through the use of this power. To determine
how much information you retain, the DM rolls 1d20 in secret and consults the following chart.

Roll Information Gained

1 False or misleading information

2-8 No information

9 Extremely vague and fragmentary

10 - 11 Vague or incomplete

12- 18 Complete, but not specific

19 - 20 Complete and specific

Memories bear the mark of the personalities who created them. The DM should role-play the
memories accordingly, not just recite information. If memories are from someone with a
significantly different alignment, you must pass a DC 12 persuasion check to convince the
memory to share its knowledge. Memories can be polite and helpful, or they can be
cantankerous and downright rude. Memories which have lain undisturbed for centuries may be
angered by the intrusion, or they may be delighted for the chance to air themselves out and
bring the truth to light.

Stasis Field
Casting Time: 1 action
Initial Cost: 15 PSPs
Enhance Cost: N/A
Maintenance Cost: 10 PSPs per round or 1 PSP per round
Range: 15 ft radius
Prerequisites: None

A stasis field is a region in which time slows to a crawl and energy is reduced to a meaningless
fizzle. When created, the stasis field surrounds you like a bubble. You choose the size of the
bublie’s radius, up to 15 ft.
From the outside, the stasis field looks like a slightly shimmering, completely smooth silver
globe. When something presses against the eedge, it gives slight resistance, but the object
passes through.

Inside the field, all is murky and dim. Light filters through from the outside, but it turns gray. A
light source inside is only about ¼ as bright as usual.

Time is 10 times slower in a stasis field. That is, for every round that passes inside, a minute
elapses outside. This dilation is not apparent to those inside the field, however. Each round
you spend inside, you must pay 10 PSPs to maintain the stasis field.

Energy and motion also change inside a stasis field. Energy magicks - e.g., fireball, magic
missile, cone of cold, and flamestrike - have no effect; the spells appear and then fizzle in
midair. Movement is slowed down visibly, and swift objects are affected more than slow
objects. Character and creature movement rates are halved. A dagger can easily be pushed
through someone, but a lightninglike slash with a sword is slowed to a graceful arc, almost like
slow motion. A missile weapon is useless; the missile drifts lazily through the air, only to
bounce off an unwary target or be dodged by a target who’s looking.

Mechanically, this means projectile weapons and many spells have no effect in the stasis field.
Most melee weapons suffer disadvantage on attack and damage rolls, as they are easier to
dodge and unlikely to cause as much damage. Piercing weapons are still somewhat effective,
so they only have disadvantage on their attack rolls. Light piercing weapons do not have
disadvantage on their attack or damage rolls, as their effectiveness is almost unchanged.

If you keep the stasis field centered on yourself, it moves with you. You can transfer the focal
point of the field to anything you touch, however. Then you can move freely within the field, or
even leave it. If you do leave the field, the cost to maintain it is reduced to 1 PSP per round.
While outside the field, you can move up to 300 ft from it and still maintain the field.

Sciences

Appraise
Casting Time: 1 minute
Initial Cost: 14 PSPs
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

With this power, you can determine the likelihood that a specific course of action will succeed.
You focus on a course of action and examine the possibilities. You assign probabilities. Then
you mentally process the enormous calculations to arrive at an overall probability of success.
In game play, you must first state the exact course of action you intend to analyze. You then
make an insight check. The DM should determine the DC depending on how complete your
plan is. If there are many factors the DM knows about that you did not forsee the DC should be
18 or more, while a relatively simple plan with few unknowns could be 10 or less. The DM does
not need to tell you the difficulty, only if you succeeded or not.

If you passed the insight check, the DM must reveal an approximate percentage chance for the
plan’s success. Exact odds may be difficult or impossible to determine, but the DM should
provide their most accurate, honest appraisal.

No one, not even a psionicist, can foresee the future with assured accuracy. Like
precognission, the success of this power depends on how closely the characters adhere to the
plan. Do they act as they intended? React as they intended? What factors did they fail to
foresee? Every deviation steers events away from the predicted path. If this power is used, the
DM should give the best answer they can, based on information the characters have. Factors
they don’t know about, and therefore can’t take into account while forming a plan, can change
things dramatically.

Empower
Casting Time: 8 hours per day
Initial Cost: Varies
Enhance Cost: N/A
Maintenance Cost: N/A
Range: Self
Prerequisites: None

This is not a tool for the weak or inexperienced. Empower allows you to imbue an item with
rudimentary intelligence and psionic ability. The process, which requires extraordinary effort, is
described below.

Item Requirements: An item must meet two requirements before it can be empowered. First, it
must be of exceptional quality - worth at least 100% more than a normal item of its type for each
day you intend to spend empowering it. Second, it must be new. The process of empowering
must begin within 48 hours after the item is manufactured. If it is delayed longer, the item
cannot be empowered. If the item meets these two requirements, you can begin the
empowerment.

You must at least attempt to work on the item every day, or the empower process will fail. Once
you start the empowering process you do not regain PSPs as normal for resting. If you skip a
day or reach the maximum number of days the item can be worked on based on its value, the
process ends with the item in whatever state it’s in. The process is extremely draining, and after
you finish working on the item you must rest 1d4 days for each day spent working on the item
before your mental energy begins to return.
While working on the item, you will have to make many empower checks. Your bonus on an
empower check is equal to your proficiency bonus plus your primary attribute modifier. You can
gain advantage on this check through the help action only if the character aiding you is also a
psionicist with Empower, and only if that character aids you for the full duration every day. The
helping character spends 5 PSPs to aid you, and also cannot regain PSPs while participating in
the Empower process. They do not need to help you with the entire process, but once they stop
they cannot resume at a later point. After they stop, they must spend 1 day of rest for every day
spent aiding you before they can begin recovering PSPs again. You cannot gain additional
bonuses from effects that affect skill checks such as Bardic Inspiration while empowering an
item, the process is too lengthy for a single inspiring moment to be of much help.

On each day you must begin with the preparation step. If it is successful you may advance to
one of the other steps. You do not need to complete these steps in order, other than needing
access to a discipline before it can be granted any powers. You do not take damage for
spending more PSPs than your mental limit in any step of this process, as the PSPs are spent
over the course of hours working on the item.

Preparation: At the start of the day, you must first prepare the item to receive psionic power.
This costs 5 PSPs, and a DC 10 enhance check. If the check fails, the day is wasted; no further
progress can be made until the next day but the PSPs are spent.

Step One: If the item has been prepared, you can give it access to a discipline. It can have
access to only one discipline, never more, and you must personally have access to that
discipline. This step requires a DC 15 enhance check, and you must spend 15 PSPs if it is
successful.

Step Two: You can attempt to empower the item with any single power you know within the
chosen discipline. The item must have been properly prepared on the same day, and the item
must already know any prerequisites of that power. It does not need to know 2 devotions for
every science. You must make a successful DC 12 empower check. If it succeeds, the item
has that psionic power. If this step is successful, you spend another 10 PSPs. Every time you
repeat this step you add another power.

Step Three: You can increase the total pool of PSPs the item will have. You must make an
enhance check, and if successful you spend PSPs and the item’s maximum PSP total is
increased. You may repeat this step in subsequent days, but each day increases the cost and
the enhance check DC. The enhance check DC, PSP cost, and PSP total all increase every
time step 3 is repeated according to the following table. Increasing the PSP total also increases
the enhancement bonus if the item is a weapon, shield, or suit of armor.

Number of times Enhance DC PSP Cost Total Item PSPs Enhancement


enhanced Bonus
0 10 5 4 0

1 12 20 8 +1

2 15 25 12 +2

3 17 30 13 +2

4 18 25 14 +3

5 19 25 15 +3

Step Four: When the item has acquired all the powers which you intend to give it, you can seal
those powers within the item. Before you begin this step you must have given the item at least
one power and enough PSPs to activate it at least one time, without this the personality doesn’t
have enough psionic energy to remain stable. To seal the item, you must prepare the it one
more time, and make one more DC 10 enhance check while spending 5 PSPs. If the item is
sealed successfully, it can never gain any additional powers - but it will take much longer for its
powers to fade. You may repeat this process in subsequent days, adding more time to the
item’s lifespan with each success. Once you start sealing an item, you can no longer do
anything other than seal it further.

A psionically empowered item is intelligent, containing a splinter of the personality of its creator.
It has an intelligence, wisdom, and charisma each equal to your own corresponding attribute
minus 1d6 (roll separately for each attribute). The item will refuse to work for a person whose
personality clashes with your own, even if you share an alignment and/or goal. You will never
have a personality conflict with your own item, but you cannot force it to work for someone else
if it doesn’t want to. Using an empowered item always requires attunement. When attuned to
an empowered item you can spend an action to command it to use any power it knows, drawing
from its own pool of PSPs. The DM may also have the item choose to use its powers on its
own, although it may not use them when and how its wielder desires. It will never take an action
that will actively oppose its wielder unless there is a personality conflict. The item’s PSPs are
restored whenever its attuned wielder takes a long rest.

After the process is complete, roll on the following table to determine the item’s communication
ability. This is in addition to any powers granted that could allow the item to communicate.

d100 Communication

1-60 The item communicates by transmitting


emotion to the creature carrying it.

61-75 The item can speak, read, and understand


one language you know, determined
randomly.
76-85 The item can speak, read, and understand all
languages you know.

86-90 The item can only communicate telepathically


with the creature attuned to it.

91-95 The item can speak, read, and understand


one language you know, determined
randomly. In addition, the item can
communicate telepathically with any creature
attuned to it.

96-99 The item can speak, read, and understand all


languages you know. In addition, the item
can communicate telepathically with any
creature attuned to it.

100 The item can speak, read, and understand


any language and communicate telepathically
with any creature within 300 ft.

Unlike magic items, empowered items fade over time. If not properly sealed, it loses one power
or PSP level at random every week until it is just a normal item. If properly sealed, this process
is delayed by one year per successful seal before the fading begins. After its creation, there is
no way to determine the remaining lifespan of an empowered item.

Empowered items are even more difficult to sell than magic items. Both their temporary nature
and the potential for personality conflicts make it nearly impossible to find a buyer willing to pay
much more than the item’s normal value. It can be possible to be approached by someone
looking to commision an empowered item. Typically an ability like Aura Sight or Probe is used
first to learn if there’s any chance of a personality conflict before beginning the process.

Psionic Storm
Casting Time: 1 action
Initial Cost: 13 PSPs
Enhance Cost: 1 PSP
Maintenance Cost: 2 PSPs per round
Range: 120 ft
Prerequisites: Psychic Bolt

You cover an area in blue/white bolts of psionic energy. The storm covers a circular area with a
20 ft radius. Any creature that enters or begins its turn in the area must make a Wisdom saving
throw. If they fail they take 4d10 points of psychic damage. If they succeed, they they take half
damage.
The psionic storm also makes it extremely difficult to maintain focus. All creatures within the
area have disadvantage on concentration checks. The maintenance cost of psionic powers
maintained by creatures within the area is doubled.

For each level of enhancement, the damage is increased by 1d10.

Psychic Clone
Casting Time: 1 minute
Initial Cost: 16 PSPs
Enhance Cost: N/A
Maintenance Cost: 5 PSPs per round
Range: 300 ft
Prerequisites:Clairaudience, Clairvoyance, Psychic Messenger

When this power is initiated, a clone of you steps out of your body. It is in every way identical to
your original form, except that has no substance. You can see and hear what the clone sees
and hears. The clone will do anything you want it to (as if it were actually you). Furthermore,
your psyche goes with the clone, thus enabling it to perform all of your psionic powers.

This power has a serious drawback. As long as the clone exists, you are practically a turnip.
You retain only three sense: smell, taste, and touch. You cannot move, see, or hear. All of your
psionic powers are transferred to the clone. In effect, your body is no longer a psionicist; not
even psionic sense will reveal your true nature. You can be slain without any combat rolls if an
opponent wishes to do so.

The clone can travel up to 300 feet from you. It can go anywhere you could go. For example,
you can walk down a corridor, walk across acid (the clone has no substance and cannot be
hurt), and swim (provided you can). Because you could walk through an unlocked door, so can
the clone - although the clone passes through like a ghost. However, a clone cannot travel
through walls or walk on water, because you could not either.

The clone is impervious to all forms of attack and damage except psionic or mental attack.

Split Personality
Casting Time: 1 action
Initial Cost: 18 PSPs
Enhance Cost: N/A
Maintenance Cost: 8 PSPs per round
Range: Self
Prerequisites: Psychic Surgery

This is not a psychosis; it’s the power to divide one’s mind into two independent parts. Each
part functions in complete autonomy, like two characters in one body. Both parts communicate
fully. Both can use psionic powers, even at the same time. That means a split personality can
use twice as many psionic powers per round. Alternatively, one personality can use psionic
powers while the other does something else. Thus, split personality allows you to fight
physically and psionically at the same time.

Mental attacks directed against you affect only half of your mind. Contact must be established
separately with each half. If one half is destroyed, controlled, or subdued somehow, the other
half can continue fighting independently and retains control of the body.

When you end your use of this power your two personalities fuse back into one. If any spells or
powers are affecting only one of your two personalities there is a 50% chance the power affects
your restored mind. Roll separately for each spell or power affecting one of your personalities.

Ultrablast
Casting Time: 4 rounds
Initial Cost: 14 PSPs
Enhance Cost: 2 PSP
Maintenance Cost: N/A
Range: 50 ft
Prerequisites: None

Using Ultrablast, you can overwhelm and damage nearby psyches. To do this, you cast thought
waves in all directions. In laymen’s terms, you “grumble” psychically for 3 rounds. While
grumbling, you must concentrate on this power and failing a concentration check causes the
power to fail, but you only lose half the PSP cost spent on this power. You can maintain psionic
powers while concentrating on Ultrablast.

After this preparation time your consciousness bursts forth and a horrid, psychic scream
penetrates all nearby minds. Victims may never be the same again. Each other creature within
50 ft must make a wisdom saving throw. If they fail, they take 40d6 psychic damage and must
make a constitution ability check on the following table. If they succeed, they take half damage
and do not have to make a constitution check. All lasting effects can be restored with greater
restoration or psychic surgery.

Constitution Check Result Lasting Effect

Less than 1 Permanent Brain Death

1 Permanently Paralyzed

2 Lapse into a coma for 1d6 weeks

3 Lapse into a coma for 1d8 days

4 Fall unconscious for 1 day


5 Permanently Blinded

6 Permanently Deafened

7 Permanently Frightened

8 Permanently frightened in the presence of


any psionicist

9 Permanently frightened in your presence

10+ No effect

You can enhance Ultrablast to reduce the amount of time spent “grumbling” before releasing the
scream. Each level of enhancement reduces the amount of time spent grumbling by 1 round.

Activating Ultrablast is not without risk. You take no psychic damage, but you must also make a
DC 18 wisdom saving throw. If you fail, you must make a constitution ability check on the table
above. If you result in an 8 or 9, the trauma leaves you permanently frightened of your own
psionic power. Until you correct the condition, you must make a DC 15 wisdom saving throw
before you activate any power, and if you fail you spend the round doing nothing.

Ultrablast is even more dangerous if you push yourself beyond your limits to activate it. If you
exceed your mental limit while activating this power you have disadvantage on your wisdom
saving throw and constitution check. You also have a -1 to both for each PSP you spend
beyond your mental limit. This is in addition to the psychic damage taken when activating the
power, which also forces you to make a concentration check like any other damage taken while
concentrating.

Defense Modes
Tower of Iron Will
Initial Cost: 8 PSPs
Enhance Cost: N/A
Range: 15 ft
Prerequisites: Intellect Fortress

This defense relies only upon the superego to build an unassailable haven for the brain. When
using tower of iron will, you add your wisdom modifier to your defense roll.

When an ally within 15 ft is attacked with a psionic attack mode, you may activate tower of iron
will and extend its defense to cover them. They may use your tower of iron will bonus (including
your wisdom modifier) on their defense roll rather than using their own defense.
Intellect Fortress
Initial Cost: 6 PSPs
Enhance Cost: N/A
Range: 5 ft
Prerequisites: Mental Barrier, Mind Blank, or Thought Shield

This defense calls forth the powers of the ego and superego to repel attacks. When using
intellect fortress, you add your intelligence modifier to your defense roll.

When an ally within 5 ft is attacked with a psionic attack mode, you may activate intellect
fortress and extend its defense to cover them. They may use your intellect fortress bonus
(including your intelligence modifier) on their defense roll rather than using their own defense.

Mental Barrier
Initial Cost: 0 PSPs
Enhance Cost: 3 PSPs
Range: Self
Prerequisites: None

This defense is a carefully built wall of thought repetition which exposes only one small area of
the mind at a time. When using mental barrier, you add your intelligence modifier to your
defense roll.

Mental barrier can be enhanced to improve its defensive abilities. When enhanced, you add +3
to your defense rolls. Mental Barrier can only be enhanced one time.

Mind Blank
Initial Cost: 0 PSPs
Enhance Cost: 4 PSPs
Range: Self
Prerequisites: None

This psionic defense attempts to hide the mind from attack, making its parts unidentifiable.
When using mind blank, you add your charisma modifier to your defense roll.

Mind blank can be enhanced to improve its defensive abilities. When enhanced, you add +4 to
your defense rolls. Mind blank can only be enhanced one time.

Thought Shield
Initial Cost: 0 PSPs
Enhance Cost: 2 PSPs
Range: Self
Prerequisites: None

This psionic defense clouds the mind so as to hide first one part, then another. When using
thought shield, you add your wisdom modifier to your defense roll.

Mind blank can be enhanced to improve its defensive abilities. When enhanced, you add +2 to
your defense rolls. Thought Shield can only be enhanced one time.

Updates
For future balance changes I’ll add the date and a short description of what was changed and
why in this section.

6/29/2020 - Added some optional rules for different ways of selecting the animal for Animal
Affinity, to help players get an animal that fits the character they’re playing. Clarified how the
animal’s attack, saving throw, and skill based abilities work with the character’s existing stats.

7/5/2020 - Made some changes to Psyblade. It was too weak at early levels where the cost is
prohibitive, and some of the later scaling was weird. Added Finesse and Light properties, which
should have always been there. Changed thrown range to start lower, but scale up with levels.

7/25/2020 - Made some changes to psychometabolic powers, mostly weaker devotions:


Adrenalin Control - Changed to bonus action

Body Weaponry - Clarified that effects applied to you also apply to the weapon. Gave it
some small buffs to cost. Changed it to a bonus action

Chameleon Power - Significant update to the ability, because it was hardly better than
just taking proficiency in stealth.

Enhance Strength - Changed maintenance cost to be per minute to differentiate it more


from Adrenalin Control

Expansion - Changed to bonus action. Clarified what expanding limbs and natural
weapons does.

Reduction - Changed to bonus action. Added some clarification on what kind of bonus
to give to someone using the power to manipulate small objects.

Complete Healing - Changed it to not use Mental Limit

Shadow-form - Clarified what happens when the power ends.


8/30/2020 - Added a Barbarian subclass called the Path of the Mind.

11/29/20 - Made some small additions to the psyblade class feature.

1/2/2021 - Combined Know Direction and Know location into a single power, because the cost
of two devotions for that effect was too high.

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