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Psytech Subfunctions

Psytech Subfunctions

Banshee
Gain a breath weapon dealing thunder damage equal to 4d6 in a 15 foot cone. Creatures in this space must make a Dexterity saving throw, DC of 8 + your Constitution modifier. On a successful save, a creature takes half damage. *Level 10
 
Banshee Prime
When you use Banshee, deal thunder damage equal to 5d6. Creatures that fail their Dexterity saving throw are pushed 5 feet back in a straight line away from you. *Requires Banshee, Level 15
 
Banshee Ultima
When you use Banshee, deal thunder damage equal to 5d10. Creatures roll their Dexterity saving throw with disadvantage. Creatures that fall to 0 hit points because of this attack detonate, causing 1d8 bludgeoning damage to adjacent creatures. *Requires Banshee Prime, Level 19
 
Bastion
You can create an electromagnetic barrier around a 10 foot area within 30 feet of you for up to 4 rounds, or until the barrier takes a total of 15 points of damage. This barrier receives damage from attacks and spells used by creatures outside as well as in. *Level 5
 
Drop Strike
When you fall more than 20 feet, you take 1/4 damage. Half of the remaining damage is dealt as force damage to creatures and objects within 15ft. of you upon landing. Additionally, when you fall, you land on your feet and cannot be knocked prone by falling.
 
Equalize
Your Biotech suit gains the ability to equalize the health of you and up to two other creatures. When you do this, add together the remaining hit points of each creature including yourself, and then divide the result equally among the creature or creatures you touch and yourself. Attempting to use this ability on an unwilling creature requires an unarmed attack, and a grapple check. *Level 10
 
Greater Equalize
Your suit can create up to four tethers between you and other creatures to use your equalize ability. Attempting to use this ability on an unwilling creature requires a grapple check made with advantage. When you use Equalize this way, you may instead roll 1d100, taking the result as a percentage from one creature to divide among the remaining creatures you are tethered to, including yourself. *Requires Equalize, Level 19
 
Holoparasitic Shift
You no longer require food or drink, instead gaining everything your body needs to survive by leeching nutrients from your environment.
 
Hydroefficiency
Gain a swimming speed equal to your base movement speed. Additionally, you may hold your breath for twice as long.
 
Javelin
Move a number of feet equal twice your base movement in any direction, including vertical if underwater or in the astral sea. Creatures within 10 feet of the line you move through must make a Strength saving throw, the DC for which is your Dexterity score. On a failed save, creatures are pulled 10 feet towards the space you occupy after moving and rendered prone. Creatures underwater make this saving throw with disadvantage. Creatures in the astral sea automatically fail this saving throw. Attacks against creatures rendered prone by this ability have advantage. *Level 10
 
Javelin Prime
When you use Javelin, creatures that fail their Strength saving throw take 2d10 force damage, or half damage on a successful save. *Requires Javelin, Level 15
 
Kinetic Sunder
When you use Javelin, create a Wall of Fire in the line you move through when on land. When underwater, create a Wall of Force. Creatures that fail their Strength saving throw are pulled into this space. When in the astral sea, destroy any protective gear creatures have that protects them from suffocation when they fail their Strength saving throw. *Requires Javelin Prime, Level 19
 
Magnetic Stabilization
Emitting an electromagnetic tether between you and a magnetic firearm, your biotech suit causes the coils in electromagnetic firearms to synchronize. Magnetic firearms now deal an additional 2d8 force damage. *Level 10
 
Mindlayer
Your Biotech suit creates an electromagnetic barrier around your brain, granting you immunity to charm magic, illusion magic, and psionics.
 
Necrotic Sustenance
Any successful unarmed attacks you make deal 1d8 necrotic damage. Additionally, you gain hit points equal to the damage dealt. *Requires Holoparasitic Shift, Level 10
 
Photovariance
You may become invisible for up to 5 rounds, remaining invisible until you choose to end the effect or time runs out regardless of actions taken. Recharges every 8 hours. *Level 15
 
Protosapien
Choose between Strength, Dexterity, and Constitution. The modifier for your chosen stat doubles during saving throws. This does not change the base score, or skill checks. *Level 15
 
Recon Particle
Up to 6 particles separate from your suit, seeking out nearby hidden creatures. Creatures under stealth or invisibility effects must roll or re-roll stealth (dexterity) checks with disadvantage, being illuminated by one of these particles on a failed save.
 
Tesla Tether
Electromagnetic tethers branch out between you and up to 4 creatures of your choice for 1d8 rounds. During this time, as long as you remain standing, these creatures cannot be knocked prone.
 
Stasis
When you fail three death saving throws, instead of dying you enter a stasis. If you are stabilized and revived through a nanite bath, or through a 7th level or higher level spell capable of resurrecting you, you lose the ability to enter a stasis again. If seven days pass and you remain in stasis, stabilize and regain consciousness with 10 hit points. Should this occur, lose the ability to enter a stasis, as well as one Subfunction of your choice. *Level 19
 
Structure Break
When you make a successful melee attack against a creature, roll a Strength saving throw against its Armor Class. On a successful hit, the creature's Armor Class receives a penalty equal to your strength modifier + your proficiency modifier, and takes an equal amount of force damage. *Level 19
 
Vault
When you make a long jump, or high jump, you may do so without a running start without penalty and add your proficiency modifier to the number of feet you may cover.
 
Voltage
You gain an additional 10 feet of movement speed.
 
Voltage Prime
Gain one Voltage point for every 5 feet you move, up to a maximum of 10 points. As a bonus action, you may discharge all of your voltage points, dealing 2 points of lightning damage to all adjacent creatures. *Requires Voltage, Level 10
 
Voltage Ultima
When discharging at least 5 voltage points, you create an explosion of lightning damage. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. A target takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. If you discharge 10 voltage points, the radius of this effect doubles, and the lightning damage dealt becomes 8d6. *Requires Voltage Prime, Level 19
 
Wormhole
Your Biotech suit generates an enormous amount of energy in a concentrated area in front of you, allowing you to instantly travel in a straight line up to 60ft. If you travel to an occupied space, the creature or object in that space is forced to move and occupy the space you left. *Level 5

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