Voltaic Conduit
Voltaic Conduit
Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.
The damage increases by 1d6 each time your power rating increases beyond III.
Translocate
Translocate
You teleport to any unoccupied place you can see within range. As a reaction to any bonus action or free action you take when you arrive, you can teleport again, as long as the combined distance traveled does not exceed 500 feet.
You can bring along objects if their weight doesn’t exceed what you can carry.
Telejump
Telejump
You teleport to an unoccupied space you can see within range.
Surge. You can spend +1 psionic point to teleport twice this turn and take your action in between as long as the total distance traveled does not exceed 30 feet.
Sunder
Sunder
You burst open a door or other portal with psychic energy. Make a ranged psionic attack against the door’s armor class. On a hit, the door is violently burst open.
Summon Object
Summon Object
You teleport an object to your hand. You must have designated the object as the target of your summoning by holding it and imbuing it with psionic energy before leaving it. You may only have one designated object at a time.
Surge. You can spend +1 psionic point to summon the object from a distance of up to 10 miles; +2 psionic points to summon the object from any location on the same planet [requires power rating III]; +3 psionic points to summon the object from any location in the same star system [requires power rating IV].
Static Discharge
Static Discharge
You harness the latent energies of the cosmos and direct them with your mind. Make an unarmed melee attack. On a hit the target takes 1d10 lightning damage and can’t take reactions until the start of its next turn.
The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.
Sonic Wave
Sonic Wave
You harness the latent energies of the cosmos and direct them with your mind. Targets in the area take 1d6 thunder damage and have disadvantage on the first attack roll they make before the end of its next turn.
The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.
Sonic Conduit
Sonic Conduit
A ground-quaking vibration emanates in a 10-foot radius around a point you choose within range. Creatures in the area take 4d6 thunder damage and are deafened until the beginning of your next turn. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Any mundane items within the area that are not worn or carried also take damage. On a successful Constitution saving throw, a creature takes half damage and is not deafened.
The damage increases by 1d6 each time your power rating increases beyond III.
Sense Presence
Sense Presence
You sense the presence of psionic creatures, and their psionic rating, within range of the power. You are not able to determine their direction or distance, merely that they are within range of the power; nor are you able to identify the subjects or gain any other information about them.
Surge. You can spend +1 psionic point to increase the effect’s range to 1 mile [requires power rating III].
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.