Clearsight
Clearsight
The target gains truesight to a range of 60 feet.
Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead; +2 psionic points to target up to 3 willing creatures within 30 feet of each other instead [requires power rating V].
Cryogenic Conduit
Cryogenic Conduit
Sheets of freezing cold blast outward from your hands in a 60-foot cone. Each creature in the area takes 4d6 cold damage and is slowed. On a successful Dexterity saving throw, a creature takes half damage and isn’t slowed.
The damage increases by 1d6 each time your power rating increases beyond III.
Flight
Flight
You gain a flying speed of 30 feet. On subsequent turns, you can use a bonus action to increase your flying speed by 30 feet up to a maximum of 90 feet. You can maintain flight for a number of turns equal to your Constitution modifier (minimum 1). Flight ends early if you become unconscious. When the power’s effect ends, you fall if you are off the ground. You can target one additional creature for each power rating you have gained above III.
This power can also be manifested as 1 reaction to falling from a height greater than or equal to 10 feet.
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.
Horrifying Hallucination
Horrifying Hallucination
You tap into the mind of the target to create a fearsome illusion so complete it can cause psychic harm. Only the target can see this illusion. When you manifest this power and at the end of each of its turns, the target makes a Wisdom saving throw.
On a failed save the target takes 2d10 psychic damage as you manifest one of the following (the effect persists for the duration unless you use a reaction to choose another):
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.
Mental Domination
Mental Domination
You overpower your target’s mind, forcing it to do your bidding. The target makes a Wisdom saving throw. On a success, the power has no effect.
If the target fails the saving throw, for the duration of the power you may issue instructions (no action required) which it will do its best to obey. The target must be able to hear and understand the instructions.
Psionic Reflection
Psionic Reflection
You attempt to interrupt a creature in the process of manifesting a psychic power, redirecting it at a target of your choosing. The power’s level must be less than your power rating. Make a manifesting ability check (DC 10 + the power’s level). On a success, you can choose a new target for the creature’s power within the power’s range.
If the creature spent any surge points to manifest its power, you must spend an equivalent number of points to reflect it, otherwise this power fails.
Psychic Barrier
Psychic Barrier
You create a psychic barrier which blocks extrasensory intrusion. While the power remains active, no clairsentience power can view, sense, or detect the area covered.
Surge. You can spend +1 psionic point to put the barrier in place for the duration of a long rest [requires power rating IV].
Pyrotechnic Conduit
Pyrotechnic Conduit
A burst of flame explodes in a 10-foot radius around a spot you choose within range. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage. On a successful Dexterity saving throw, a creature takes half damage.
The damage increases by 1d6 each time your power rating increases beyond III.
Redirection Portal
Redirection Portal
You create a pair of tiny space-time portals which intercept a moving missile or energy attack and redirect it in another direction. As a reaction, select one ranged attack whose target is within range of the power and make a ranged psionic attack. The attack is redirected at any other target within the power’s range, using your ranged psionic attack as the attack roll.
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.
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.
Third Eye
Third Eye
You can see a specific place in your mind’s eye as if you were there in person. You can see what is going on but cannot hear sounds. As a bonus action, you can turn around up to 360°. As an action you can move your point of view up to your Speed.
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.
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.