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Supernova

Supernova

(
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Duration

A massive explosion of energy bursts from you in all directions, blasting everything within 30 feet. Choose an energy type when you first learn this power from fire, cold, thunder, or lightning. All creatures and objects within the area make a Dexterity saving throw. On a failed save, they take 10d8 damage of the type you selected and are pushed 10 feet and knocked prone. On a success, they take half damage and are not pushed or knocked prone.

Past Vision

Past Vision

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Duration
Concentration ()

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.

Future Vision

Future Vision

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Duration

You use future knowledge to avoid an attack or other effect. As a reaction, after the effects of an attack, power, trap, or other event have been resolved, you can choose to avoid the effects of that event. This avoidance must be possible by the use of actions you are capable of which take one round or less to complete (you cannot dodge an attack while restrained, or move a mile to escape an orbital bombardment, for example) but it does not require any saving throw or ability check.

Fortification

Fortification

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Duration
Concentration ()

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.

Foresight

Foresight

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Duration

You consider the implications of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following resulting sensations:

  • Reassuring Confidence (good results)
  • Sense of Dread (bad results)
  • Mixed Feelings (both good and bad results)
  • Nothing (results that aren’t especially good or bad)

Using this power again to gain intuition about the same course of action grants no additional insight as to its outcome.

Floating Thought

Floating Thought

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Duration
Concentration ()

Grasping upon the air itself, you imbue a gust of wind with psychic energy. You are able to see and hear the world within 30 feet of the floating thought, but you are blind and deaf to your body’s surroundings for the duration. The floating thought travels with the wind and you have no control over its movement.


Surge. You can spend +1 psionic point to gain control of the floating thought’s movement, moving it up to 10 feet each turn; +2 psionic points to not be blind and deaf to your own surroundings [requires power rating IV].

Flight

Flight

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)
Duration

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.

Exemplar

Exemplar

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Duration
Concentration ()

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].

Displace

Displace

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Duration

You instantly teleport to an adjacent space you can see when targeted by an attack that you are aware of. If the attack can still hit you, it proceeds as normal; otherwise it misses.

Danger Sense

Danger Sense

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Duration

As a reaction to making a saving throw against an effect you’re aware of, you gain advantage on that saving throw.