Weaken
Weaken
Until the power’s effects end, the target doesn’t benefit from any positive Strength, Constitution, or Dexterity modifiers.
Surge. You can spend +1 psionic point to target 2 additional creatures; +1 psionic point to increase the power’s range to Medium (60 feet) [requires power rating III]; +2 psionic points to also cause the target to make attack rolls and Strength, Dexterity, and Constitution saving throws with disadvantage [requires power rating IV].
Telekine Limbs
Telekine Limbs
Psychic energy flows out from your torso to form two psionic limbs that support and enhance your existing arms and legs. You choose what kind of psionic limbs this power grants when you manifest it.
Psionic Arm. You gain a climb speed equal to your Speed. In addition, on each of your turns you gain an expertise die to one of the following options for each psionic arm you possess: melee weapon attack roll, Strength check, Strength saving throw, melee weapon damage roll.
Shapeskin
Shapeskin
Using psionic energy you alter your body, changing your appearance. You cannot alter your heritage, but you can change your facial features, hair length and color, alter your height by as much as 2 feet, and appear to be much lighter or heavier than you really are.
In addition, you can end the power’s duration early to either stop a source of ongoing damage (such as a bleeding wound) or temporarily harden your limbs to gain an expertise die to unarmed strike damage.
Remedy
Remedy
You infuse a living creature with your psychic energy, healing its injuries. The target regains 1d6 + your psionic ability modifier hit points.
Surge. For every additional +1 psionic points you spend you increase the number of hit points restored by an additional 1d6 hit points.
Regenerate Tissue
Regenerate Tissue
You pour healing energy into a living creature. The target is restored to maximum hit points, and any conditions, except for tracked conditions, on it end.
Psychic Resuscitation
Psychic Resuscitation
You pour psionic energy into a creature which has died in the last hour. The target returns to life with full hit points, and is cured of any wounds, poisons or diseases it had at the time of death.
The target has 4 levels of fatigue and 4 levels of strife when it wakes. In addition, you also gain 2 levels of fatigue.
The stress on the target’s physiology is intense; a creature can only be revived with this power once per year.
Surge. You can spend +2 psionic points to resuscitate creatures which have died in the last 24 hours.
Liquidity
Liquidity
Your movements are like flowing water. Your Armor Class increases by 2. You can spend 5 feet of movement to escape from restraints or grapples. Your movement and attacks aren’t penalized from squeezing or being underwater.
Growth
Growth
Psychic power makes you taller and faster. Your size increases by one category and you gain an expertise die on weapon attacks. In addition, your reach increases by 5 feet, your Speed increases by 10 feet, you gain advantage on saving throws against combat maneuvers, and creatures have disadvantage on saving throws made against your maneuver DC.
Surge. You can spend +1 psionic point to target one willing creature instead.
Fortification
Fortification
You fortify yourself with psychic energy. You gain resistance to all damage types, immunity to poison, and advantage on all saving throws. Additionally, when you would take half damage from an effect which deals half damage on a successful saving throw, you instead take no damage.
Exemplar
Exemplar
You have advantage on ability checks, attacks, and saving throws and gain a number of temporary hit points equal to your level.
Surge. You can spend +3 psionic points to target one additional creature you can see within short range (30 feet). The creature may later move out of range, become hidden, or turn invisible and still benefit from this power [requires power rating V].