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Momentum Theft in Dungeons & Dragons 5e

Momentum Theft

2-level Psychokinetic

PSP Cost 3
Time to Invoke: 1 reaction
Range: 60 feet
duration: instanteous
This power allows a psionicist to drain a target of its momentum, causing it to stop moving. The stolen momentum is dissipated harmlessly in the ground at the psionicist's feet.   Arrows, catapult missiles, and even flying creatures can be halted in mid-air and begin to fall.   Winged creatures can usually break their fall after a drop of 30 feet.   Creatures walking or fighting are temporarily thrown of-balance and must make a Dexterity saving throw versus your psionic DC to avoid stumbling and losing their action for the round. A running or charging creature must make a Dexterity check with disadvantage or take a running tumble for 1d6 points of bludgeoning damage. The victim is stunned for 1 round.   If this power is used on a falling character, it stops him instantly, and he begins to fall again. However, since his speed was reduced to 0, falling damage is only counted for the distance he fell after his momentum was neutralized.   It is hard to remove the momentum of heavy and fast-moving objects. The larger and faster an item, the more PSPs it costs to arrest its movement. You can stop a man-sized creature (200 pounds).
At higher levels:
When you use this science at higher level, the maximum weight increases by 200 lb. for each PSP above 2.

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