The talents below are presented below in alphabetical order.
Adjust Temperature
Psionic Talent
As an action, you can choose to heat or cool one object that isn't being worn that you can see within 60 feet of you. Any creature in physical contact that comes into contact with the
object on its turn must succeed on a Constitution saving throw or take 1d6 cold or fire damage (your choice). This effect ends when the talent succeeds at dealing damage once.
If no creature has taken damage from this talent by the start of your next turn, the object takes the damage instead.
This talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Baleful Teleport
Psionic Talent
As an action, you target one hostile creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, you can teleport the target to an unoccupied space that you can see within 15 feet of the target. That space must be on the ground or on a floor.
Beacon
Psionic Talent
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1
hour, and you can extinguish it earlier as a bonus action.
Claws of Force
Psionic Talent
As an action, you make a melee psychic attack against a creature or object within your reach. On a hit, the target takes 1d10 force damage. If it takes any of this damage and is
Large or smaller, the target is also pushed up to 5 feet away from you.
This talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Desiccate
Psionic Talent
As an action, you attempt to forcibly remove the moisture from one creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed
save, the target takes 1d8 necrotic damage, and unless the target doesn't require water to sustain itself, it also suffers disadvantage on saving throws against exhaustion and on all
ability checks until the end of your next turn.
This talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dream Blade
Psionic Talent
As a bonus action, you manifest a sword of psychic energy in your hand. This magic sword lasts for 1 minute or until you dismiss it using your bonus action. It counts as a simple
melee weapon with which you are proficient. It deals 1d6 psychic damage on a hit and has the finesse and light properties.
This talent's damage die increases by one size when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Elemental Attunement
Psionic Talent
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Energy Beam
Psionic Talent
As an action, you target creature or object you can see within 120 feet of you. Make a ranged psychic attack against the target. On a hit, the target takes 1d6 acid, cold, fire, lightning,
or thunder damage (your choice).
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Far Hand
Psionic Talent
As an action, you cast the mage hand cantrip, and the hand is invisible when you cast the cantrip with this talent.
Guided Opportunity
Psionic Talent
As an action, choose one creature you can see within 30 feet of you. You implant a psychic beacon within the target, instinctively guiding the next attack made against it. If an ally
of yours attacks the target before your next turn, the first attack roll is made with advantage.
This talent targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level. Each beacon is independent and is tracked individually.
Mind Meld
Psionic Talent
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this
talent fails and the action is wasted.
This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.
Minor Creation
Psionic Talent
As an action, you conjure a nonliving, nonmagical object that is small enough to be carried in one hand. The object lasts for 1 minute or until you dismiss it using a bonus action. The
object can be a trinket or some other discrete item worth 2 gp or less. At the DM's discretion, you may be allowed to summon a set of multiple smaller items, such as a bag of ball
bearings or a fishing tackle kit.
If you activate this talent multiple times, you can only maintain the existence of three conjured objects at a time.
Precognitive Insight
Psionic Talent
As an action, you cast the guidance cantrip.
Project Senses
Psionic Talent
Over the course of a minute, you touch a Small or smaller object that isn't being worn or carried and concentrate on projecting your mind into it. For 10 minutes, or until your
concentration ends, you can use your action to project one of your senses through the object, and continue to do so until you use your action to return to your normal senses. You
choose this sense from the following list when you activate this talent: sight, hearing, or smell. While projecting this sense through the object, you benefit from it as though you
were in the object's space, and you can't use it in your own space until you return to your normal senses.
This talent ends early if the object is ever more than 300 feet from you. Additionally, the object has a slight shimmer while you are projecting one of your senses through it. This
shimmer can be noticed if a creature's passive Wisdom (Perception) score or active Wisdom (Perception) check meets or exceeds your discipline save DC.
Telekinetic Projectile
Psionic Talent
As an action, you use telekinesis to hurl an object that is pebble sized or smaller from your hand. Make a ranged psychic attack against a creature or object within 60 feet of
you. On a hit, the target takes 1d6 bludgeoning damage.
This talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Telepathic Imprint
Psionic Talent
As an action, you cast the
encode thoughts cantrip.