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Telekine Limbs

Telekine Limbs

(
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Duration

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.

Telejump

Telejump

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Duration

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.

Surface Control

Surface Control

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Duration

Every step you take is enabled by your force of will; the ground is psychically altered to suit your needs. For the duration you ignore difficult terrain. In addition, choose one of the following:

Melt. Your footsteps burn away ice or vegetation. Any cold- or plant-based difficult terrain in 5-foot squares through which you move is destroyed.

Skate. A patina of ice on your soles makes you quicker, increasing your Speed by 20 feet.

Sunder

Sunder

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Duration

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

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Duration

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

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Duration

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

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Duration

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

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Duration

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.

Slow Time

Slow Time

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Duration
Concentration ()

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].

Shapeskin

Shapeskin

(
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Duration

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.