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Willpower

Will is a type of spiritual energy that exists in every living creature. Channeling this energy through one's body allows one to achieve a greater tier of power. Will can exponentially improve a creature's abilities in a variety of ways. It can amplify one's own body, weapons, and ammunition. It can also heighten a creature's senses or even allow for it to develop a "sixth sense".  
Will Points
Will points represent a creature's limited pool of mental energy used to activate willpowers. Once a creature exhausts their will points, they can still choose to fight, but each willpower activation will incur increasing levels of exhaustion. This forces a strategic choice: continue the fight with diminishing returns, or retreat to recover.   Each in game hour, you regain 5 will points.  

Step 1: Strengths and Features

Each type of will is categorized as a separate type. These categories of will can be developed instead of spirit gum powers through Spirit Surge Events, or might be advanced through other character creation options. There are four known Willpowers, as listed below:  

Iron Will

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A creature that develops this type of willpower is able to use its spirit as a weapon or suit of armor it can form around its body and weapons. Weapons and attacks coated with this spiritual energy are able affect spirit gum users in ways they normally couldn't, such as being able to damage gum-benders through their immunity to physical attacks. This normally invisible or transparent energy can also harden on a creature's body or weapons to become a much darker metalic coating which further amplifies its offensive or defensive abilities. Creatures that master this willpower become nearly unstoppable juggernauts that deal devastating damage.  
Iron Will Invocation Ability
Constitution is your invocation ability for your Iron Will invocations since the strength of this willpower is determined by your overall toughness. You use your Constitution whenever an Iron Will invocation refers to your invocation ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Iron Will invocation you cast and when making an attack roll with one.  
Will Points
Those who unlock Iron Will start out with 10 Will Points.
 

Holistic Senses

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A creature that develops this type of willpower is able to greatly increase its own senses. Creatures using this willpower can detect the auras, presence, strength, and emotions of other creatures around them. Creatures using this willpower can also detect traces of connections within the universe. When developed over time, creatures can even develop a powerful sixth sense that willpower allow them to see even when blinded or deafened. Furthermore, at its highest level, this willpower allows creatures to see into the future to avoid danger. Creatures that master this form of willpower become nearly impossible to evade or hit with ordinary attacks.  
Holistic Senses Invocation Ability
Motorics is your invocation ability for your Holistic Senses invocations, since the strength of this willpower is determined by your perceptiveness and overall awareness. You use your Motorics whenever a Holistic Senses invocation refers to your invocation ability. In addition, you use your Motorics modifier when setting the saving throw DC for a Holistic Senses invocation you cast.  
Will Points
Those who unlock Holistic Senses start out with 10 Will Points.
 

Wyrm’s tongue

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A creature that develops this type of willpower is able to use their powerful spirit to force others into submission. Users of this willpower are able to easily dominate creatures with weaker willpowers both physically and mentally through unleashing their auras. Creatures dominated by this power may either submit, flee, or become fully incapacitated by it. This willpower can also be used like Iron Will to imbue attacks with energy, making them far stronger than normal. Only a handful of creatures on the planet can master this form of willpower, allowing them to achieve heights very few have reached in power.  
Wyrm's Tongue Invocation Ability
Psyche is your invocation ability for your Wyrm’s tongue invocations, since the strength of this willpower is determined by your ability to assert your willpower and authority onto others. You use your Psyche whenever a Wyrm’s tongue invocation refers to your invocation ability. In addition, you use your Psyche modifier when setting the saving throw DC for an Wyrm’s tongue invocation you cast.  
Will Points
Those who unlock Wyrm's Tongue start out with 10 Will Points.
 

Willcasting

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A creature that delves into the arcane art of Willcasting harnesses the intrinsic power of their willpower, shaping it into potent invocations that traverse the realms of creation. Willcasters, as these adept beings are known, can conjure forth ethereal familiars, formidable weapons forged from the essence of their spirit, mystical portals that transcend space, and elemental forces harnessed from the depths of their will. Only Paragons, Punks, Sawbones, Trackers, Witches, and select subclasses of other classes learn willcasting.  
Willcasting Invocation Ability
Psyche is your invocation ability for your Willcasting invocations, since the strength of this willpower is determined by your ability to assert your willpower and authority onto others. You use your Psyche whenever a Willcasting invocation refers to your invocation ability. In addition, you use your Psyche modifier when setting the saving throw DC for a Willcasting invocation you cast.  
Will Points
Those who unlock Willcasting start out with 15 Will Points.
 

Step 2: Weaknesses

Willpowers test the strength of your spirit. They require your body and spirit to operate above their human norms, and as such tapping into willpower exhausts willpower users. Exhausted users will become less effective in combat until they eventually pass out from exhaustion, leaving them vulnerable to enemies.  

Invocations

An individual willpower is called an invocation. These abilities allow you to inflict your will upon the world.  

Fledgling (Unleveled)

This tier of invocations costs 1 will point to use.  
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Attack Hardening

Duration: Instant

Range: Self or weapon within reach

Required Types: Iron Will

Flavor: Black spiritual energy, magical weapon coating, force damage, overcoming resistances

  As an action, you can harden your attacks with black spiritual energy. When you use this ability:
  • Your attacks count as magical and overcome resistances that they normally wouldn’t.
  • Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d6 force damage if your attack is unarmed, if using a melee weapon use 1d4 instead.
  At Higher Levels: For unarmed attacks the damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). For melee weapon attacks the damage increases by 2d4 when you reach 5th level (3d4), 11th level (5d4), and 17th level (7d4).  
Conjure Familiar

Duration: Until dismissed or reduced to 0 HP

Range: 50 feet

Required Types: Willcasting, Conjure Familiar

Flavor: Spectral companion, willpower-forged ally, independent summon

  As an action, you conjure a spectral companion. The familiar acts independently, can help, and follows your commands. It starts with 3 hit points, and if it drops to 0 HP, it disappears and can be re-summoned. You can only have one familiar at a time.  
Conjure Item

Duration: Instant (item lasts 1 hour)

Range: Self

Required Types: Willcasting

Flavor: Pulling objects from your body, hallucinations, utility-focused conjuration

  As an action, you can conjure a simple item by pulling it out of your body. The item is invisible while lodged in your body. This item can be any mundane object you are familiar with, weighing no more than 5 pounds (e.g., rope, torch, potion vial). The item vanishes after 1 hour, if it is more than 5 feet away from you for 1 minute, or if you dismiss it (no action required).   You cannot conjure complex items (e.g., keys, mechanisms) or items with magical properties. The conjured item is purely for utility and cannot deal damage, provide armor, or have combat use.  
Defensive Magic

Duration: Instant (shield lasts until broken or next round)

Range: Self

Required Types: Willcasting

Flavor: Protective barrier, willpower shield, damage negation

  As an action, you can project a protective shield that negates all damage from one attack. If an attack rolls higher than your defensive save, the shield breaks, and additional attacks may hit you. You cannot use the reaction below until the next round of combat.   As a reaction, you can create a shield that completely negates one instance of damage.  
Elemental Affinity

Duration: Instant (damage type change)

Range: Self

Required Types: Willcasting

Flavor: Elemental mastery, damage type manipulation, spell enhancement

  You gain an affinity for one element (Fire, Cold, Lightning, Acid, Thunder, Poison, Necrotic, Radiant). As a bonus action, you can change the damage type of a spell or attack to your chosen element.   You can select this ability up to 8 times, once for each damage type.  
Fearmonger

Duration: Instant (frightened condition lasts 1 minute)

Range: 30 feet

Required Types: Willcasting

Flavor: Hallucinatory illusions, intimidation, psychological warfare

  As a bonus action, you manifest minor hallucinations (e.g., glowing eyes, darkening space, intimidating music). Each hostile creature within 30 feet must make a Psyche saving throw.  
  • On a failed save: The target is frightened of you for 1 minute and has disadvantage on saving throws against being frightened by you.
  • On a success: The target is unaffected.
  The frightened creature can repeat the save at the end of each turn, ending the effect on a success.  
Hex Bolt

Duration: Instant

Range: 60 feet

Required Types: Willcasting

Flavor: Crackling energy, force damage, magical beams

  As an action, you fire a beam of crackling energy at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.   At Higher Levels: You create additional beams at 5th level (2 beams), 11th level (3 beams), and 17th level (4 beams). You can direct the beams at the same or different targets.  
Keen Mind

Duration: Passive

Range: Self

Required Types: Holistic Senses

Flavor: Photographic memory, quick learning, analytical precision

  You gain the following benefits:
  • Photographic Memory: You can accurately recall any detail observed within the past month.
  • Quick Learner: Gain proficiency in one skill or tool. If already proficient, gain expertise.
  • Analytical Mind: You always know the time, date, and cardinal directions.
 
Iron Body

Duration: 1 minute

Range: Self

Required Types: Iron Will

Flavor: Spiritual resilience, physical enhancement, damage resistance

  As an action, you bolster your defenses for 1 minute. During this time, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and advantage on Constitution saving throws.  
Predictive Dodge

Duration: Instant

Range: Self

Required Types: Holistic Senses

Flavor: Precise evasion, heightened reflexes, tactical foresight

  When a creature targets you with a melee attack, you can use your reaction to roll a 1d10 and add the result to your AC, potentially causing the attack to miss.  
Predictive Strike

Duration: Instant

Range: Melee

Required Types: Holistic Senses

Flavor: Counterattack, tactical foresight, precision strikes

  When a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.  
Shiver

Duration: Passive

Range: Self

Required Types: Holistic Senses

Flavor: Supra-natural awareness, ghostly communication, magical detection

  You gain the following benefits:
  • See and speak with ghosts and spirits.
  • Detect magical auras and invocation effects passively.
  • Cast Detect Magic or Detect Supernatural without expending resources.
 
Silver Tongue

Duration: Instant

Range: Varies

Required Types: Wyrm's Tongue

Flavor: Enchanting speech, emotional manipulation, leadership

  You gain proficiency in Deception and Persuasion. You can cast Charm Person without expending resources. Choose one of the following:
  • Emotional Warfare: Deal 1d4 psychic damage and impose disadvantage on an attack roll.
  • Guidance: Add 1d4 to an ability check.
  • Intimidating Delivery: Cast Cause Fear without expending resources.
  • Leadership: Add 1d4 to an ally's attack roll or saving throw.
  You can select this ability multiple times, choosing a new option each time.  
Somatic Weave

Duration: Instant or 1 minute

Range: Self

Required Types: Willcasting

Flavor: Molecular manipulation, body control, physical enhancement

  You can manipulate your body at a molecular level, granting extraordinary control over your physical form. Choose one of the following abilities:  
  • Life Return: As an action, you can heal minor injuries, restoring 1 hit point. This ability cannot restore lost limbs or repair major wounds.
  • Blade Strand: As an action, you can extend and sharpen your fingernails, making a melee spell attack. On a hit, the target takes 1d6 slashing damage.
  • Tendrils of Hair: As an action, you can control your hair as sharp tendrils, making a melee spell attack. On a hit, the target takes 1d6 piercing damage.
  • Immunity Forge: As an action, you can bolster your immune system, granting yourself resistance to disease for 1 hour. If you are already diseased, you can make a Constitution saving throw to end the effect.
  • Toxin Nullification: As a reaction when you are poisoned, you can neutralize the toxin. You immediately end the poisoned condition on yourself.
  • Muscle Mastery: As an action, you can repair and bulk up your muscles, granting yourself advantage on Constitution checks for 1 minute.
  • Bone Reinforcement: As an action, you can repair and harden your bones, granting yourself resistance to bludgeoning damage for 1 minute.
  • Metabolic Surge: As an action, you can convert fat into energy, granting yourself advantage on Constitution saving throws for 1 minute.
  You can select this ability multiple times, choosing a new option each time.  
Speed Blitz

Duration: Instant

Range: Self (up to 60 feet)

Required Types: Iron Will

Flavor: Propelled movement, aerial combat, force-enhanced strikes

  As a bonus action, you gain a flying speed equal to twice your walking speed (up to 60 feet). This movement does not provoke opportunity attacks. Before landing, you can give yourself advantage on one weapon attack, dealing an extra 1d8 force damage on a hit. Your remaining walking speed after landing cannot exceed 25 feet.  
Visual Calculus

Duration: Instant

Range: Self

Required Types: Holistic Senses

Flavor: Event reconstruction, forensic analysis, mathematical precision

  You can reconstruct past events by analyzing evidence (e.g., bullet trajectories, footprints). This allows you to deduce details such as height, weight, and gender of individuals involved.
 

Adept (Level 4)

This tier of invocations costs 2 will points to use.
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Agonizing Upgrade

Duration: Instant

Range: Self

Required Types: Attack Hardening, Attack Projection, Conjure Familiar, Conjure Weapon, Hex Bolt, Rive, Somatic Weave, or Spectral Arms

Flavor: Enhanced attacks, willpower-infused damage, precision strikes

When you cast a prerequisite attack, add your Psyche Ability Rating to the damage it deals on a hit.  
Aura of Life

Duration: Instant

Range: Self

Required Types: Iron Will

Flavor: Spiritual resilience, self-healing, willpower-fueled recovery

  As an action, you can bolster your toughness, regaining 1 hit point. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.  
Breath Sense

Duration: Instant

Range: 60 feet

Required Types: Holistic Senses

Flavor: Mana detection, ethereal awareness, hidden perception

  As an action, you can sense the presence of invisible or hidden creatures within 60 feet. For the duration, you have blindsight out to 30 feet.  
Clairalient

Duration: Instant

Range: 60 feet

Required Types: Holistic Senses, Shiver

Flavor: Olfactory perception, scent-based detection, emotional sensing

  As an action, you can extend your senses to perceive scents and smells from any creature within 60 feet. For the duration, you can detect odors, identify substances, and sense emotions through unique scents.  
Clairaudient

Duration: Instant

Range: 120 feet

Required Types: Holistic Senses, Shiver

Flavor: Auditory perception, telepathic eavesdropping, sound-based detection

  As an action, you can attune your senses to hear the speech and sounds of any creature within 120 feet. For the duration, you can eavesdrop on conversations and detect sounds as if you were present.  
Claircognizant

Duration: Instant

Range: Self

Required Types: Holistic Senses, Shiver

Flavor: Intuitive knowledge, spontaneous cognition, psychic insight

  As an action, you can intuitively gain information about a person, object, place, or event. You learn one fact or detail about the subject, such as its purpose, history, or current state.  
Clairsentient

Duration: Instant

Range: 60 feet

Required Types: Holistic Senses, Shiver

Flavor: Emotional empathy, energy perception, psychic awareness

  As an action, you can sense the emotions and intentions of creatures within 60 feet. For the duration, you can discern their emotional state and general intentions.  
Clairvoyance

Duration: 5 Rounds

Range: Self

Required Types: Holistic Senses, Shiver

Flavor: Precognitive insight, future glimpses, tactical foresight

  As an action, you gain advantage on attack rolls, ability checks, and saving throws for 30 seconds.  
Conjure Weapon

Duration: 1 hour

Range: Self

Required Types: Willcasting

Flavor: Spectral armaments, magical weapon creation, willpower-forged tools

  As an action, you conjure a magical melee weapon in your hand. The weapon counts as magical and deals 1d8 + your Psyche Ability Rating damage.  
Courtly Favor

Duration: Instant

Range: 60 feet

Required Types: Wyrm's Tongue

Flavor: Commanding presence, willpower-infused speech, manipulative charm

  As an action, you speak a command (no more than ten words) to a creature within 60 feet. The target must succeed on a Psyche saving throw or follow the command for the duration.  
Echoing Shot

Duration: Instant

Range: Ranged weapon range

Required Types: Holistic Senses

Flavor: Ricocheting attacks, precision strikes, sensory-guided projectiles

  When you miss with a ranged weapon attack, you can use a bonus action to reroll the attack against a different creature within range.  
Ethereal Transition

Duration: 1 minute

Range: Self

Required Types: Willcasting

Flavor: Ethereal travel, planar shifting, mystical portals

  As an action, you can open a portal to the border ethereal. For the duration, you can move through the ethereal plane and reappear in the material plane at a location of your choice within 60 feet.  
Iron Grip

Duration: Concentration, up to 1 minute

Range: 90 feet

Required Types: Iron Will

Flavor: Ethereal bindings, celestial and fiend suppression, magical restraint

  As an action, you can attempt to bind a celestial, fiend, or elemental. The target must succeed on a Psyche saving throw or be restrained for the duration. The target can repeat the save at the end of each of its turns.  
Iron Resolve

Duration: Instant

Range: Self

Required Types: Iron Will

Flavor: Indomitable spirit, near-death endurance, unyielding willpower

  As a reaction when you are reduced to 0 HP, you can instead drop to 1 HP.  
Maddening Sweep

Duration: Instant

Range: 30 feet

Required Types: Willcasting

Flavor: Psychic disturbance, hex amplification, mental torment

  As a bonus action, you deal 1d6 force damage to a target and each creature of your choice within 5 feet of it.  
One with Shadows

Duration: Until you move, take an action, or take a reaction

Range: Self

Required Types: Willcasting

Flavor: Shadow blending, ethereal concealment, stealth mastery

  As an action, you become invisible while in an area of dim light or darkness. The invisibility ends if you attack or cast a spell.  
Rive

Duration: Instant

Range: Self (5-foot line)

Required Types: Willcasting

Flavor: Forceful energy, cleaving strikes, willpower-fueled blasts

  As an action, you project a blast of energy in a 5-foot line. Each creature in the line must make a Motorics saving throw, taking 2d8 magical slashing damage on a failed save or half as much on a success.  
Sky Step

Duration: Instant

Range: Self

Required Types: Willcasting, Speed Blitz

Flavor: Aerial propulsion, momentum-based strikes, air-walking

  As a bonus action, you can propel yourself into the air up to three times using your movement. Your next melee attack deals an additional 1d6 damage.  
Spectral Arms

Duration: Concentration, up to 1 minute

Range: Self

Required Types: Fearmonger

Flavor: Ethereal appendages, spectral weaponry, willpower-fueled attacks

  As an action, you conjure two spectral arms. For the duration, you can use a bonus action to make a weapon attack with a spectral arm, dealing 1d6 force damage on a hit.  
Telekinetic

Duration: Instant

Range: 30 feet

Required Types: Holistic Senses, Shiver

Flavor: Mind over matter, invisible force, telekinetic manipulation

  As a bonus action, you can shove a creature within 30 feet, moving it 5 feet toward or away from you.  
Telepath

Duration: Instant

Range: 60 feet

Required Types: Holistic Senses, Shiver

Flavor: Mental communication, psychic whispers, telepathic insight

  As an action, you can speak telepathically to any creature within range. For the duration, you can communicate silently and cast detect thoughts at will.  
Tether Hex

Duration: Concentration, up to 1 minute

Range: 30 feet

Required Types: Willcasting

Flavor: Psychic bonds, hexed connections, willpower-fueled tethers

  As a bonus action, you create a psychic tether with a creature. You always know the direction of the target, and if it moves more than 30 feet away, it takes 1d10 force damage.  
Upgraded Blast

Duration: Instant

Range: Melee or ranged attack range

Required Types: Attack Hardening, Attack Projection, Conjure Familiar, Conjure Weapon, Hex Bolt, Rive, Somatic Weave, or Spectral Arms

Flavor: Energy surges, willpower-fueled blasts, amplified strikes

  When you hit with a melee weapon attack or unarmed strike, you can deal an additional 2d8 force damage.  
Warp Door

Duration: 1 minute

Range: Self

Required Types: Ethereal Transition

Flavor: Mystical portals, ethereal shortcuts, planar travel

  As an action, you conjure a Warp Door to a location within the border ethereal. For the duration, you and allies can pass through the door to travel between planes.
 

Expert (Level 8)

This tier of invocations costs 3 will points to use.
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Air Dodge

Duration: Instant

Range: Self

Required Types: Sky Step

Flavor: Gravity-defying evasion, aerial agility, swift reflexes

  As a reaction when a creature makes a melee or ranged attack against you, you can invoke the Air Dodge. This allows you to perform a rapid Sky Step, where you roll 1d6, on a 3 or higher the attack misses you. On a failed roll, you may add 2d10 to your defensive save to reduce the damage of the attack.  
Beast Tamer

Duration: 24 hours (Animal Friendship), 1 hour (Charm Monster)

Range: 30 feet (Animal Friendship), 30 feet (Charm Monster)

Required Types: Wyrm's Tongue

Flavor: Animal empathy, monster pacification, psychic influence

  You can calm a beast within range, making it friendly to you for 24 hours. The beast must succeed on a Psyche saving throw or be charmed by you. You can also charm a creature within range, making it regard you as a friendly acquaintance for 1 hour. The creature can repeat the saving throw if you or your allies harm it.  
Breath of All Things

Duration: 1 minute

Range: Self

Required Types: Shiver

Flavor: Worldly connection, heightened perception, supernatural awareness

  As an action, you tap into the essence of the world around you. For the duration, you overcome all resistances or disadvantages, hear the "breath" of all life and objects, and gain supernatural abilities such as cutting steel or walking on water.  
Cloak of Flies

Duration: Concentration, up to 1 minute

Range: Self (5-foot radius)

Required Types: Fearmonger

Flavor: Swarming insects, psychic intimidation, defensive aura

  As a bonus action, you surround yourself with a buzzing aura of flies. The aura grants you advantage on Psyche (Intimidation) checks but disadvantage on other Psyche checks. Creatures that start their turn in the aura take 1d6 forced damage.  
Conjure Thrall

Duration: Until dismissed or reduced to 0 HP

Range: 50 feet

Required Types: Willcasting, Conjure Familiar

Flavor: Spectral companion, willpower-forged ally, independent summon

  As an action, you conjure a powerful spectral companion. The thrall acts independently, can attack (dealing 1d6 bludgeoning, piercing, or slashing damage), and follows your commands. It starts with 3 hit points, and if it drops to 0 HP, it disappears and can be re-summoned. You can only have one thrall at a time.  
Elemental Reprieve

Duration: Until the end of your next turn

Range: Self

Required Types: Willcasting, Elemental Affinity

Flavor: Elemental shielding, willpower-fueled defense, damage mitigation

  As a reaction when you take damage, you entomb yourself in your elemental affinity, gaining 2 temporary HP. These HP absorb as much of the triggering damage as possible.  
Elemental Surge

Duration: Instant

Range: Varies (based on spell)

Required Types: Attack Hardening, Conjure Familiar, Conjure Weapon, Elemental Affinity, or Hex Bolt

Flavor: Elemental infusion, willpower-fueled attacks, spell synergy

  When you hit a creature with an attack, you can unleash a burst of elemental energy as a bonus action. Choose one of the following effects, matching your elemental affinity:
  • Elemental Blast: A concentrated beam of elemental energy streaks toward the target. Make a ranged spell attack (up to 30 feet) against the target. On a hit, the target takes 1d10 damage of the chosen element (acid, cold, fire, lightning, etc.).
  • Elemental Cone: A wave of elemental energy erupts from your hand in a 15-foot cone. Each creature in the area must make a Motorics saving throw, taking 2d6 damage of the chosen element on a failed save.
 
Ethereal Shroud

Duration: 1 minute

Range: Self

Required Types: Ethereal Transition

Flavor: Ethereal concealment, planar shifting, mystical stealth

  As an action, you douse yourself with water to transition to the border ethereal without a portal. You cannot walk through walls or obstacles.  
Familiar Senses

Duration: Concentration, up to 1 minute

Range: Same plane of existence

Required Types: Willcasting, Conjure Familiar

Flavor: Telepathic communication, sensory sharing, willpower-fueled bond

  You can communicate telepathically with your familiar and perceive through its senses as long as you are on the same plane.  
Gaze of Two Minds

Duration: Concentration, up to 1 minute

Range: Same plane of existence

Required Types: Willcasting

Flavor: Sensory sharing, telepathic connection, heightened perception

  As an action, you touch a willing humanoid and perceive through its senses. You can maintain this connection by using your action on subsequent turns. While connected, you benefit from the creature’s special senses but are blinded and deafened to your own surroundings.  
Gumbreaker

Duration: Instant

Range: 120 feet

Required Types: Wyrm's Tongue

Flavor: Willpower nullification, bubblegum suppression, magical disruption

  You can cast Dispel Magic but only to end active Bubblegum powers, curses, or effects.  
Hawk Eyed

Duration: Passive

Range: Self

Required Types: Holistic Senses

Flavor: Enhanced vision, distant perception, precision sight

  You gain advantage on Motorics (Perception) checks that rely on sight. You can also see fine details of extremely distant objects and creatures as small as 2 feet across.  
Hex Sniper

Duration: Instant

Range: 300 feet

Required Types: Willcasting, Hex Bolt

Flavor: Long-range precision, willpower-fueled sniping, enhanced hexes

  When you cast Hex Bolt, its range increases to 300 feet.  
Imbued Coating

Duration: Instant

Range: Ranged weapon range

Required Types: Iron Will, Hex Bolt

Flavor: Sniper-like precision, willpower-infused attacks, devastating strikes

  As an action, you imbue a ranged attack with your willpower. On a hit, the target takes an additional 3d8 force damage.  
Imminent Sense

Duration: 5 turns (advantage on attacks) or 10 turns (Dodge as a bonus action)

Range: Self

Required Types: Holistic Senses

Flavor: Tactical foresight, heightened reflexes, battlefield anticipation

  When you roll for initiative, you can choose to gain advantage on all attack rolls for 5 turns or take Dodge actions as a bonus action for 10 turns.  
Internal Destruction Upgrade

Duration: 1 minute

Range: Melee or ranged attack range

Required Types: Attack Hardening, Attack Projection, Conjure Familiar, Conjure Weapon, Hex Bolt, Rive, Somatic Weave, or Spectral Arms

Flavor: Lingering spirit energy, reverberating strikes, willpower-fueled destruction

  When you hit a creature with a melee attack or unarmed strike and activate Upgraded Blast, your spirit energy lingers, dealing additional force damage equal to your Constitution modifier at the start of each of the target’s turns for 1 minute. The target can make a Constitution saving throw at the end of each turn to end the effect early.   When you hit a creature with a melee attack or unarmed strike and activate Upgraded Blast, your spirit energy lingers, dealing additional force damage equal to your Constitution Ability Rating turn the first time they take damage from an attack for 1 minute. The target can make a Constitution saving throw at the end of each turn to end the effect early.  
Leadership

Duration: Instant

Range: 30 feet

Required Types: Wyrm's Tongue

Flavor: Inspiring presence, battlefield command, willpower-fueled morale

  As an action, you can grant up to six friendly creatures within 30 feet 2 temporary HPs.  
Misty Visions

Duration: Concentration, up to 10 minutes

Range: 60 feet

Required Types: Willcasting

Flavor: Illusory mastery, willpower-fueled deception, sensory manipulation

  You create a silent, immobile, visual illusion of an object, creature, or other visible phenomenon within range. The illusion can be no larger than a 15-foot cube. Physical interaction with the illusion reveals it to be fake, as objects pass through it.  
Obliviate

Duration: 1 minute

Range: 30 feet

Required Types: Fearmonger

Flavor: Psychic suppression, willpower-fueled unconsciousness, mental domination

  As an action, you make eye contact with a creature within 30 feet. The target must succeed on a Psyche saving throw or fall unconscious for 1 minute.  
Opposite Lock

Duration: 1 minute

Range: Self (30-foot radius)

Required Types: Holistic Senses, Shiver

Flavor: Sensory pulse, willpower-fueled awareness, blindsight

  As an action, you emit a pulse of energy, gaining blindsight out to 30 feet for 1 minute.  
Piercing Upgrade

Duration: Instant

Range: Melee or ranged attack range

Required Types: Attack Hardening

Flavor: Bullet-like precision, willpower-fueled piercing, devastating strikes

  As a bonus action, you imbue an attack with your willpower. The next time you hit with that attack, it deals an additional 3d8 piercing damage.  
Plot Armor

Duration: Instant

Range: Self

Required Types: Holistic Senses

Flavor: Tactical foresight, near-invulnerability, willpower-fueled survival

  As a reaction, you can roll 1d6, on a 3 you successfully dodge the attack regardless of roll. On a failed roll, you can add 2d10 to your defensive roll to lower the damage you take from the attack.  
Predictive Shot

Duration: Instant

Range: Ranged weapon range

Required Types: Holistic Senses

Flavor: Precognitive aim, willpower-fueled precision, devastating accuracy

  Once per turn, using a bonus action before making a ranged attack, you can use this feature to ignore cover and the target’s Motorics modifier to AC. On a hit this deals an additional 2d6 damage.  
Read Target

Duration: Concentration, up to 10 minutes

Range: Self (30-foot radius)

Required Types: Holistic Senses

Flavor: Threat detection, willpower-fueled awareness, danger sense

  You can cast Detect Poison and Disease or Detect Evil and Good without expending resources.  
Repelling Upgrade

Duration: Instant

Range: 10 feet

Required Types: Attack Hardening, Attack Projection, Conjure Familiar, Conjure Weapon, Hex Bolt, Rive, Somatic Weave, or Spectral Arms

Flavor: Forceful repulsion, willpower-fueled knockback, tactical displacement

  When you hit a creature with one of your willpower attacks, you can push the creature up to 10 feet away from you in a straight line.  
Shattering Will

Duration: Instant

Range: Self (30-foot radius)

Required Types: Willcasting

Flavor: Devastating shockwaves, willpower-fueled destruction, area denial

  As an action, you slam your foot or fist into the ground, creating a shockwave. Each creature within 30 feet must make a Constitution saving throw, taking 3d10 force damage on a failed save or half as much on a success.  
Shave Dodge

Duration: Instant

Range: Self

Required Types: Shave Dash

Flavor: Lightning-fast evasion, willpower-fueled reflexes, tactical repositioning

  As a reaction when a creature makes a melee or ranged attack against you, you can invoke the Shave Dodge. This allows you to perform a rapid Shave Dodge, where you roll 1d6, on a 3 or higher the attack misses you. On a failed roll, you may add 2d10 to your defensive save to reduce the damage of the attack.  
Shield of Vengeance

Duration: Instant

Range: Self

Required Types: Willcasting

Flavor: Retaliatory shield, willpower-fueled counterattack, defensive retaliation

  As a reaction when you are hit by a melee attack, you can unleash a burst of retaliatory force. The attacker takes 2d10 force damage and must succeed on a Constitution saving throw or be pushed 10 feet away from you.  
Spirit Smite

Duration: Instant

Range: Melee weapon range

Required Types: Willcasting, Conjure Weapon

Flavor: Willpower-fueled strikes, devastating smites, force damage

  Once per turn when you hit a creature with your conjured weapon, you can expend mana to deal an extra 1d8 force damage.  
Soul Ravage

Duration: Instant

Range: Melee weapon range

Required Types: Iron Will

Flavor: Lethal energy, willpower-fueled disruption, bubblegum suppression

  As an action, you make a melee attack against a creature. On a hit, the target takes an additional 3d10 force damage. If the target is a bubblegum user, it must make a Constitution saving throw or be unable to use Bubblegum abilities, invocations, or forms until the end of its next turn.  
Soul Shield

Duration: Instant

Range: Self

Required Types: Iron Will

Flavor: Dense spirit energy, willpower-fueled defense, temporary invulnerability

  As a reaction, you can coat yourself in dense spirit energy, adding 2d10 to a Constitution saving throw. You can also cast Shield without expending resources.  
Superior Conjured Weapon

Duration: Until dismissed or reduced to 0 HP

Range: Self

Required Types: Willcasting, Conjure Weapon

Flavor: Enhanced spectral armaments, willpower-fueled focus, versatile weaponry

  You can use any weapon conjured with Conjure Weapon as a spellcasting focus. The weapon counts as magical and gains an additional +2d10 to attack rolls. Additionally, you can conjure a shortbow, longbow, light crossbow, or heavy crossbow.  
Supreme Terror

Duration: 1 minute

Range: 30 feet

Required Types: Wyrm's Tongue

Flavor: Overwhelming fear, willpower-fueled intimidation, psychic domination

  As an action, you force all creatures of your choice within 30 feet to make a Motorics saving throw. On a failed save, a creature is frightened of you for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success.  
Thirsting Weapon

Duration: Instant

Range: Melee weapon range

Required Types: Willcasting, Conjure Weapon

Flavor: Rapid strikes, willpower-fueled attacks, enhanced combat prowess

  When you take the Attack action, you can attack twice with your conjured weapon instead of once.
 

Transcendent (Level 12)

This tier of invocations costs 4 will points to use.
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Absolute Perception

Duration: 10 minutes

Range: Self (120-foot radius)

Required Types: Holistic Senses, Opposite Lock

Flavor: Heightened awareness, truesight, supernatural perception

  As an action, you gain truesight and blindsight out to 120 feet for 10 minutes. You can see in normal and magical darkness, detect invisible creatures and objects, automatically see through visual illusions, and perceive the true form of shapechangers or magically transformed creatures.  
Analyze Target

Duration: Instant

Range: 60 feet

Required Types: Holistic Senses, Read Target

Flavor: Tactical insight, spirit perception, combat analysis

  You gain advantage on all Psyche (Insight) checks. As an action, you can analyze a creature within range, learning its immunities, resistances, vulnerabilities, and whether it has any supernatural abilities.  
Blink Dodge

Duration: Instant

Range: Self

Required Types: Ethereal Shroud

Flavor: Ethereal evasion, rapid repositioning, willpower-fueled agility

  As a reaction when a creature makes a melee or ranged attack against you, you can invoke the Blink Dodge. This allows you to transition into the ethereal plane, avoiding the attack, and then reappear instantly in the material plane. You cannot walk through walls or obstacles in the border ethereal.  
Chronostasis

Duration: Instant

Range: Self

Required Types: Holistic Senses

Flavor: Temporal perception, heightened reflexes, tactical foresight

  You can take the Ready action as a bonus action on your turn. The action you ready must be a melee or ranged attack.  
Crippling Blast

Duration: Until the end of the target’s next turn

Range: Melee or ranged attack range

Required Types: Upgraded Blast

Flavor: Devastating force, internal destruction, willpower-fueled disruption

  When you use Upgraded Blast to deal extra damage, you deal an additional 4d8 force damage and force the target to make a Constitution saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks and cannot take reactions until the end of its next turn.  
Element Infusion

Duration: 1 minute

Range: Self

Required Types: Attack Hardening, Attack Projection, Conjure Familiar, Conjure Weapon, Hex Bolt, Rive, Somatic Weave, or Spectral Arms

Flavor: Elemental saturation, willpower-fueled weaponry, destructive energy

  When you use a willpower attack, you can infuse your attack with a primal element (acid, cold, fire, lightning, etc.). For the duration, each successful attack deals an additional 6d6 damage of the chosen type. The weapon also sheds bright light in a 40-foot radius and dim light for an additional 40 feet.  
Elemental Upgrade

Duration: Instant

Range: Varies (based on spell)

Required Types: Attack Hardening, Attack Projection, Conjure Familiar, Conjure Weapon, Hex Bolt, Rive, Somatic Weave, or Spectral Arms

Flavor: Elemental synergy, willpower-fueled spells, devastating attacks

  When you hit a creature with an attack, you can unleash a burst of elemental energy as a bonus action. Choose an element (acid, cold, fire, lightning, thunder, etc.) and create a 20-foot-radius sphere of destructive energy centered on the target. Each creature in the area must make a Motorics saving throw, taking 4d6 damage of the chosen element.  
Emotional Trap

Duration: Until the target succeeds on a saving throw or confronts its trauma

Range: 60 feet

Required Types: Emotional Warfare

Flavor: Psychological manipulation, willpower-fueled entrapment, emotional domination

  As an action, you target a creature within range with words infused with enchantments. The target must make a Psyche saving throw or become incapacitated, trapped in its own mind until it confronts its trauma. The target can repeat the save at the end of each of its turns.  
Glimpse Into the Future

Duration: Until used or until you finish a long rest

Range: Self

Required Types: Holistic Senses, Predict Outcome

Flavor: Precognitive insight, temporal foresight, tactical advantage

  When you finish a long rest, roll two d20s and record the numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these rolls. Each roll can be used only once.  
Lifedrinker

Duration: Instant

Range: Melee weapon range

Required Types: Conjure Weapon

Flavor: Necrotic energy, life-draining strikes, willpower-fueled vampirism

  When you hit a creature with your conjured weapon, it takes additional necrotic damage equal to your Psyche Ability Rating.  
Imbued Coating Upgrade

Duration: Instant

Range: 500 feet

Required Types: Imbued Coating

Flavor: Long-range precision, willpower-fueled projectiles, devastating force

  As a bonus action, you can imbue a ranged attack with your willpower, dealing an additional 5d8 force damage on a hit. The attack has a maximum range of 500 feet with no disadvantage due to long range.  
Obliviating Pulse

Duration: 5 minutes

Range: 30 feet

Required Types: Obliviate

Flavor: Psychic suppression, willpower-fueled unconsciousness, area denial

  As an action, you unleash a pulse of psychic energy. Creatures within 30 feet must make a Psyche saving throw or fall unconscious for 5 minutes. At 16th level, you can selectively target creatures within the radius.  
Observation Killer

Duration: 1 minute

Range: Self (30-foot radius)

Required Types: Willcasting

Flavor: Sensory disruption, willpower-fueled confusion, tactical suppression

  As a bonus action, you create a 30-foot aura that negates Holistic Senses abilities. Creatures relying on Holistic Senses must make a Motorics saving throw or be disoriented, gaining disadvantage on attack rolls, ability checks, and saving throws until the start of their next turn.  
Overcharge

Duration: Instant

Range: Varies (based on spell)

Required Types: Any

Flavor: Spell overcharge, willpower-fueled amplification, magical supremacy

  When you cast a spell of 1st level or higher, you can overcharge it, choosing one effect from the Overcharge table (e.g., increased damage, extended duration, expanded range).  
Effect Description
Increased Damage The spell deals extra damage equal to twice the spell’s level (e.g., +2 damage for a 1st-level spell, +4 for a 2nd-level spell, etc.). This damage is of the same type as the spell.
Expanded Range The spell’s range is doubled. If the spell has a range of self, it instead affects all creatures within 30 feet of you.
Extended Duration The spell’s duration is doubled (to a maximum of 24 hours). If the spell is instantaneous, it instead creates a lingering effect that lasts for 1 minute (e.g., a fireball leaves behind burning embers).
Enhanced Area The spell’s area of effect is increased by 50% (e.g., a 20-foot-radius sphere becomes 30 feet). If the spell targets a single creature, it instead targets two creatures within range.
Resistance Breaker The spell ignores resistance to its damage type. If the target has immunity, it is treated as resistance instead.
Overwhelming Force The spell forces targets to make saving throws with disadvantage. If the spell requires an attack roll, you roll with advantage.
Willpower Surge The spell’s effects are amplified by your willpower. Add your Psyche Ability Rating to the spell’s damage, defense, or saving throw DC.
Unstoppable Momentum The spell knocks creatures prone or pushes them 10 feet away (your choice) if they fail their saving throw or are hit by an attack.
Marking Advantage The spell leaves a mark on the target. For the next minute, you have advantage on attack rolls against the target and deal extra damage equal to the spell’s level on each hit.
Reactive Barrier When you cast the spell, you gain 1 temporary hit point that last for 1 minute.
Focused Power The spell’s damage is concentrated into a single target. If the spell affects multiple creatures, it instead deals double damage to one target and no damage to others.
Unbreakable Will The spell cannot be counterspelled or dispelled. If it targets an area, the area becomes difficult terrain for 1 minute.
 
Preemptive Strike

Duration: Instant

Range: Melee weapon range

Required Types: Holistic Senses

Flavor: Tactical foresight, willpower-fueled reflexes, combat dominance

  As a reaction when a creature initiates an attack against you, you can make a weapon attack against it. If your attack hits, the creature’s attack is canceled, and it loses its action.  
Primal Shout

Duration: 1 minute

Range: 60 feet

Required Types: Intimidating Delivery

Flavor: Terrifying presence, willpower-fueled intimidation, primal fear

  As an action, you unleash a shout that forces creatures of your choice within range to make a Psyche saving throw. On a failed save, a creature is frightened for 1 minute. If it fails by 5 or more, it falls prone and is paralyzed with fear until the end of its next turn.  
Resolve

Duration: Passive

Range: Self

Required Types: Wyrm's Tongue

Flavor: Mental fortitude, willpower-fueled resistance, psychic defense

  You have advantage on saving throws against effects that charm, frighten, or possess you. If you succeed on such a save, the creature that caused the effect must make a Psyche saving throw or be frightened of you for 1 minute.  
Ruining Upgrade

Duration: Instant

Range: Melee weapon range

Required Types: Upgraded Blast

Flavor: Devastating force, willpower-fueled destruction, tactical disruption

  As an action, you make a melee weapon attack. On a hit, the target takes an additional 5d10 force damage and must make a Constitution saving throw or be knocked back 30 feet and knocked prone.  
Spirit Emission

Duration: Instant

Range: Self (60-foot line, 5 feet wide)

Required Types: Internal Destruction Upgrade

Flavor: Devastating energy beam, willpower-fueled destruction, area denial

  As an action, you fire a beam of energy in a 60-foot line. Each creature in the line must make a Motorics saving throw, taking 10d6 force damage on a failed save or half as much on a success.  
Stunning Word

Duration: 1 round

Range: 30 feet

Required Types: Wyrm's Tongue

Flavor: Psychic disruption, willpower-fueled stun, tactical suppression

  As an action, you unleash a word that stuns creatures within 30 feet. Each creature must make a Constitution saving throw or be stunned for 1 round.  
Titan's Grip

Duration: Instant

Range: 30 feet

Required Types: Iron Will

Flavor: Forceful interception, willpower-fueled defense, tactical redirection

  As a reaction when you or a creature within 30 feet is targeted by an attack or ability, you can intercept the damage, taking half damage (rounded down).  
Ultimate Conjured Weapon

Duration: Until dismissed or reduced to 0 HP

Range: Self

Required Types: Willcasting, Conjure Weapon

Flavor: Enhanced spectral armaments, willpower-fueled focus, devastating weaponry

  Your conjured weapon counts as magical and gains a +4d10 bonus to attack rolls. You can also use it as a spellcasting focus.
 

Legendary (Level 16)

This tier of invocations costs 5 will points to use.
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Clairvoyant Strike

Duration: Instant

Range: Melee or ranged attack range

Required Types: Holistic Senses

Flavor: Precognitive precision, willpower-fueled strikes, tactical foresight

  When you make an attack, you can declare it a Clairvoyant Strike, you gain advantage on the attack roll and you deal an additional 4d10 force damage.  
Conjure Monstrosity

Duration: Until dismissed or reduced to 0 HP

Range: 50 feet

Required Types: Willcasting, Conjure Familiar

Flavor: Spectral companion, willpower-forged ally, mythical summon

  As a action, you conjure a powerful spectral companion. The monstrosity acts independently but obeys your commands.   The monstrosity has 6 hit points, stats that you make with the help of your DM, and can make two attacks per turn, dealing 2d8 + 4 damage per attack. It acts independently but obeys your commands. If it drops to 0 HP, it disappears and can be re-summoned after a long rest. You can only have one monstrosity at a time.  
Dark Armor

Duration: 10 minutes

Range: Self

Required Types: Iron Will

Flavor: Super-dense willpower, near-invulnerability, tactical defense

  As an action, you envelop yourself in a layer of super-dense willpower. For the duration, you gain resistance to all damage types except force and are immune to being grappled, restrained, or knocked prone. Once you use this feature, you cannot use it again until you finish a long rest.  
Departure

Duration: Instant

Range: self or from the range of a weapon

Required Types: Iron Will, Attack Hardening, Conjure Familiar, Conjure Weapon, or Hex Bolt

Flavor: Devastating force, willpower-fueled expulsion, tactical disruption

  As an action, you unleash a concentrated burst of willpower to send a target flying. Choose a creature within range, the target takes 8d10 force damage, is flung 30 feet away in a straight line, and then the target must make a Constitution saving throw. On a failed save, the target is incapacitated. On a successful save, is not incapacitated.   If the target collides with an object or creature, the object takes 3d10 bludgeoning damage as a separate attack, and is knocked prone.  
Divide

Duration: Instant

Range: Self (30-foot line, 10 feet wide)

Required Types: Iron Will, Attack Hardening, Conjure Familiar, Conjure Weapon, or Hex Bolt

Flavor: Cleaving willpower, magical slashing force, tactical devastation

  As an action, you unleash a wave of magical slashing energy in a 30-foot line that is 10 feet wide. Each creature in the area must make a Motorics saving throw. On a failed save, a creature takes 8d10 slashing damage and starts bleeding, and the attack ignores resistance to slashing damage.   The wave is so powerful that it bypasses obstacles. The attack can target a creature even if it is behind partial cover or three-quarters cover, and it does not require line of sight.  
Drill

Duration: Instant

Range: 60 feet

Required Types: Iron Will, Attack Hardening, Conjure Familiar, Conjure Weapon, or Hex Bolt

Flavor: Piercing willpower, unstoppable precision, tactical devastation

  As an action, you focus your willpower into a concentrated beam of magical piercing energy. Choose a creature within range. The target must make a Motorics saving throw. On a failed save, the target takes 10d8 piercing damage, and the attack ignores resistance to piercing damage. If the target has immunity to piercing damage, it is treated as resistance instead.   The beam is so precise and penetrating that it bypasses obstacles. The attack can target a creature even if it is behind partial cover or three-quarters cover, and it does not require line of sight.  
Flow

Duration: Instant

Range: 30 feet

Required Types: Iron Will, Attack Hardening, Conjure Familiar, Conjure Weapon, or Hex Bolt

Flavor: Focused willpower, unstoppable force, tactical precision

  As an action, you channel your willpower into a concentrated blast of energy. Choose a creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 8d10 force damage, and the blast ignores resistance to force damage. If the target has immunity to force damage, it is treated as resistance instead. On a successful save, the target takes half damage.   The blast is so precise and focused that it bypasses obstacles. The attack can target a creature even if it is behind partial cover or three-quarters cover, and it does not require line of sight.  
Impact

Duration: Instant

Range: Self (60-foot radius)

Required Types: Iron Will, Attack Hardening, Conjure Familiar, Conjure Weapon, or Hex Bolt

Flavor: Cataclysmic force, willpower-fueled devastation, area denial

  As an action, you slam your willpower into the ground or a surface, creating a devastating shockwave. Choose a point within 60 feet. Each creature within 30 feet of the point must make a Constitution saving throw. On a failed save, a creature is dazed and is flung 20 feet away from the point. On a successful save, a creature takes is not moved but is knocked off balance.   Creatures flung away by this effect gain the off-balance condition until the end of their next turn.   The point of impact is utterly devastated. Nonmagical objects and structures within 10 feet of the point take 10d8 force damage, shattering glass, creating craters, and collapsing walls. Magical objects and structures are unaffected unless the DM rules otherwise.  
Iron Mirror

Duration: Instant

Range: Self

Required Types: Iron Will, Willcasting

Flavor: Deflective willpower, tactical redirection, psychic rebound

  When you succeed on a saving throw against an effect that targets only you, you can use your reaction to reflect the attack to another target forcing them to make the same saving throw. On a failure, the new target is affected by the effect instead.  
Permanent Black Weapon

Duration: Permanent (until dismissed)

Range: Self

Required Types: Iron Will, Attack Hardening

Flavor: Dark energy infusion, willpower-forged weaponry, permanent enhancement

  As a 1-hour ritual, you infuse a weapon with dark energy, granting it the benefits of Weapon Hardening permanently. The weapon is considered magical, and only you or an attuned creature can wield it effectively. You can only have one permanently infused weapon at a time. Once you use this feature, you cannot use it again until you finish a short rest.  
Resilient Drum

Duration: Instant

Range: Self

Required Types: Iron Will

Flavor: Resilient spirit, willpower-fueled revival, tactical resurgence

  When you are reduced to 0 HP, you can use your reaction to restart your heart and regain all of your HP. Once you use this feature, you cannot use it again until you finish a long rest.  
Revolutionary Inspiration

Duration: 1 hour

Range: 60 feet

Required Types: Wyrm's Tongue

Flavor: Inspiring presence, willpower-fueled resistance, tactical fortitude

  As an action, you inspire yourself and allies within 60 feet. For the duration, you and your allies are immune to the frightened condition and effects that incapacitate or stun.  
Revolutionary Will

Duration: 1 minute

Range: Self

Required Types: Iron Will, Attack Hardening, Conjure Familiar, Conjure Weapon, or Hex Bolt

Flavor: Indomitable spirit, willpower-fueled strikes, tactical dominance

  As an action, you activate Revolutionary Will. For the duration, your weapon’s reach increases by 10 feet, and when you hit a creature, you can push it up to 10 feet and force it to make a Constitution saving throw or be stunned until the start of your next turn. Once per round, you can deal additional force damage equal to your Psyche Ability Rating + your proficiency bonus.  
Shatter Psyche

Duration: 1 minute

Range: 60 feet

Required Types: Willcasting

Flavor: Psychic assault, willpower-fueled disruption, tactical suppression

  As an action, you target a creature within range. The target must make a Psyche saving throw or take 6d8 force damage and become frightened for 1 minute. The target can repeat the save at the end of each of its turns. Once you use this feature, you cannot use it again until you finish a short or long rest.  
The Zone

Duration: 1 minute

Range: Self

Required Types: Holistic Senses, Predict Outcome

Flavor: Heightened awareness, temporal foresight, tactical dominance

  As an action, you enter a state of heightened focus. For the duration, you cannot be surprised, have advantage on attack rolls, ability checks, and saving throws, and creatures have disadvantage on attack rolls against you. Once you use this feature, you cannot use it again until you finish a long rest.
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