Psionic Power Options
The following psionic powers are always available to you if you have any psionic dice. If a psionic power has a level requirement, you must be at least that level in this class to use the option. If a psionic power requires a saving throw, your Psionic Power save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Mind Focus
When you or an allied creature within 30ft makes a Constitution saving throw to maintain concentration on a spell, as a reaction you can spend a Psionic Energy die to bolster the creature’s focus. Roll the die and add the result to the saving throw. You must use this reaction before the d20 is rolled.Protective Field
When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.Psionic Charm
When you are hit with an attack by a creature, as a reaction you can spend a Psionic Energy die and force the creature to make a Wisdom saving throw or be charmed by you until the end of your next turn.Psionic Strike
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. When you reach 7th level in this class, your Psionic strikes can propel your foes away from you. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw. On a failed save, you can knock the target prone or move it up to 10 feet in any direction horizontally.Telekinetic Charge
Once on your turns, you can replace one of your attacks with a charge of forceful energy. When you do so, you spend a Psionic Energy die and fly in a straight line up to half your movement speed. This movement does not cost your movement speed. If you end the movement within reach of an enemy, you can make a melee weapon attack against the creature. If you hit the creature with this attack, you can force the creature to make a Strength saving throw. On a failed save, the creature takes additional force damage equal to one roll of your Psionic Energy die + your Intelligence modifier, and is pushed 10ft in a horizontal direction away from you. On a successful save, the creature takes half the force damage and is not pushed away.Telekinetic Movement
You can move an object or a creature with your mind. As a bonus action, you target one loose object that is Large or smaller and not wielded by a creature, or one creature that is Large or smaller, other than yourself. If you can see the target and it is within 30ft of you, you can move it up to 30 ft to an unoccupied space you can see, either horizontally, vertically, or both. Alternatively, if it is a Tiny object, you can move it to or from your hand. If the target is a creature, it must make a Strength saving throw, and is moved on a failed save. A creature can choose to willingly fail the saving throw. Once you use this power, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.Psi-Powered Leap (7th level or higher)
As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed, and gain the hovering condition until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.Psychic Overload (7th level or Higher)
As a bonus action, you can push your body and psychic powers further. For 1 minute, your weapon attacks deal an additional 1d4 psychic damage, but you take 1d4 psychic damage at the start of your turns (minimum of 1). Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.Mind Blast (10th level or higher)
As an action, you can spend a Psionic Energy die to unleash a psionic wave in a 30ft cone that ruptures the minds of creatures. Creatures of your choice in the cone must make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to four rolls of your Psionic Energy die + your Intelligence modifier, and is stunned until the end of your next turn. On a successful save, the creature takes half the psychic damage and is not stunned.Mind Reader (10th level or higher)
As a bonus action, you can spend a Psionic Energy die to peer into the mind of your enemy. One creature of your choice you can see within 30ft must make an Intelligence saving throw. On a failed saving throw, that creature has disadvantage on all attack rolls it makes against you for 1 minute. You must concentrate on this effect as if you were concentrating on a spell.Remove these ads. Join the Worldbuilders Guild

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