Skip to main content

Borrowed Senses

Borrowed Senses

(
)
Duration
Concentration ()

You form a telepathic bond with the target and are able to sense the world through its senses while it is within 120 feet of you. As long as it is within this range, you can use an action to see, hear, feel, smell, or taste the world through one of its senses until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body’s surroundings. As a bonus action, you may switch which of the target’s senses you are borrowing.

Boost of Speed

Boost of Speed

(
)
Duration

Until the end of your next turn, your Speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, attack rolls against you have disadvantage, and you gain one additional reaction. A creature cannot be targeted by this power more than once in two rounds.


Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead.

Bolster

Bolster

(
)
Duration
Concentration ()

The target gains one of the following benefits, chosen when you manifest this power:

Lungs. The target doubles the amount of time it can hold its breath.

Gut. The target has advantage on saving throws made against poison.

Skin. The target’s AC increases by 1.


Surge. You can spend +1 psionic point per creature to affect up to 4 targets [requires power rating equal to the total number of creatures affected].

Block Psionics

Block Psionics

(
)
Duration
Concentration ()

You block psionic powers which would otherwise affect you. When you are the target of a psionic power of Power Level IV or below, you may choose to have the power not affect you. This does not prevent the power affecting your surroundings or allies.

If a psionic power is already affecting you when you manifest this power, the effects are temporarily suppressed until this power ends, at which point any effects resume as normal.

Binding

Binding

(
)
Duration
Concentration ()

The target creature makes a Strength saving throw. On a failure, it is restrained. At the end of each of its turns, the target makes another saving throw, ending the condition on a success.


Surge. You can spend +3 psionic points to paralyze the target instead [requires power rating II].

Bend Space

Bend Space

(
)
Duration

You distort the fabric of space around you, making it appear that you are somewhere you are not. When you are targeted by an attack, you can use your reaction to manifest this power and gain +1 to your armor class for the purposes of that attack.


Surge. You can spend +1 psionic point to increase your AC bonus to +2, or +2 psionic points to increase it to +3.

Alter Matter

Alter Matter

(
)
Duration

You touch one unattended nonliving object no bigger than a 10-foot cube causing it to spontaneously rematerialize as a different object or the same object made of a different material. In either case, the new object has the same mass (though not necessarily size) and similar or lesser monetary value as the original. It can resemble an object you have seen before but cannot have complex moving parts or technological capability, such as a working firearm, credit chit, or computer.

Adrenalize

Adrenalize

(
)
Duration
Concentration ()

Your power makes the target more physically capable. The target gains an expertise die to one physical ability check (Strength, Dexterity, or Constitution) of its choice. The target may choose to roll the expertise die after the check is rolled but before the outcome is determined.

Manifest Antimatter

Manifest Antimatter

(
)
Duration

You target one creature or object within 30 feet and create antimatter in the same space. A targeted creature makes a Dexterity saving throw or takes 10d8 force damage and until it receives healing equal to the initial damage, it cannot benefit from rest as the antimatter continues to interact with the creature’s matter over time. A creature reduced to 0 hit points is obliterated, leaving behind nothing but atomic particles, along with anything it was wearing or carrying (except indestructible items).

Operative

Operative

Deadly and covert special forces.