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.
Slow Time
Slow Time
You slow down time for yourself. For the duration of the power you gain the following benefits:
- You gain one additional action on your turn
- All attacks have disadvantage to hit you
- You make all saving throws with advantage
- Your Speed increases by +10 ft.
Surge. You can spend +1 psionic point to increase your Speed by +20 ft. instead, or +2 psionic points to increase it by +30 ft. Additionally, you can spend +2 psionic points to make all attacks with advantage [requires power rating V].
Silent Passenger
Silent Passenger
You psychically inhabit the corporeal body of another creature, perceiving all its thoughts, actions, and sensations as if they are your own. While in this state you are unaware of your own physical surroundings. A creature that fails its initial saving throw may make an additional saving throw every 15 minutes; on a success your presence is ejected and the creature is aware it was inhabited, though not by whom or for how long.
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.
Radiate Inertia
Radiate Inertia
You reach out to everything that does not have a mind and immediately bring the world around you to a rapid stop. Objects of Huge size or smaller within range become fixed in place. Unlike held weapons and other attended items, worn items (like clothing and armor) are unaffected. Any creature can use an action to try and move an object fixed in place by making a Strength saving throw with disadvantage, ending your concentration on a success.
Portal
Portal
You create a portal through space to a location you can see within range. While the portal remains in place, any creatures or objects of Large size or smaller can pass through it in either direction, appearing at the other end of the portal.
Past Vision
Past Vision
You attune with an object you can touch, or the immediate area surrounding you, and visualize events which have transpired within the last 24 hours. You become aware of anything which took place within 30 feet of the object, or within the 30-foot area affected by the power. While it takes you 10 minutes to fully realize the vision, you are able to speed through and pinpoint important events during the last 24 hours.
Mindsight
Mindsight
You can see and hear a specific creature in your mind’s eye as if you were near it. Your point of view can be anywhere within 10 feet of the target and automatically follows the target as it moves. On a successful Wisdom saving throw, an unwilling target avoids your detection and you see nothing. If you know the target well or have in hand an object that has personal meaning to it, the target has disadvantage on its save. If you have never talked to or seen the target in person and only have vague descriptions of it, the target has advantage on its save.
Memory Control
Memory Control
You steal or alter a creature’s thoughts or memories. The target has advantage on its saving throw if you or your allies are in combat with it. When you manifest this power, select one of the following options:
Alter Memory. You dictate changes to any memories of an event that took place within the last 24 hours and lasted 10 minutes or less to the target in a language you both understand.
Make Energy Mote
Make Energy Mote
A mote of energy is imbued with your psychic power, manifesting into being and gaining a slice of your sentience to do your bidding. The energy mote is formed from a type of energy chosen when you manifest this power: fire, force, lightning, psychic, or thunder. When it is created, you give the energy mote a single command (such as to go to a specific location and explode, or to watch for the arrival of a creature then report back to you) which it follows to the best of its ability.