Floating Thought
Floating Thought
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
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.
Farsight
Farsight
You can clearly see details of things at a distance as if they were nearby. Focus on a spot in the distance to which you have line of sight (in ideal environmental conditions on a planet with a breathable atmosphere line of sight can generally reach up to 3 miles). You can see as if you are standing in that spot.
Surge. You can spend +1 psionic point to target one willing creature instead.
Exemplar
Exemplar
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].
Enhance Mind
Enhance Mind
The target gains an expertise die to one mental ability check (Intelligence, Wisdom, or Charisma) of its choice. The expertise die can be rolled before or after the ability check is made but before the outcome is determined.
Enervate
Enervate
You target a creature within range and overtax its psyche. The target makes an Intelligence saving throw or suffers the enervated condition until the end of your next turn. If the target is able to use psionic powers, it can make a manifesting ability saving throw instead.
Empathic Sense
Empathic Sense
You gain an expertise die on ability checks made to detect or identify hidden emotions, imminent danger, and the use of supernatural powers.
Surge. You can spend +1 psionic point to target one willing creature instead; +1 psionic point to increase duration to 1 hour [requires power rating III].
Emote
Emote
You can covertly communicate simple concepts with the target via basic emotions, without needing to share a language. You are not able to convey complex ideas via this reflex.
Surge. You can spend +1 psionic point per creature to affect up to 3 targets; +1 psionic point to increase the duration to 1 hour [requires power rating III].
Drain Power
Drain Power
Make a melee psionic attack against an adjacent creature. On a success you reduce that creature’s current psionic points total by 1d4+1 psionic points.
If the target has no psionic points, this power has no effect.
Displace
Displace
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.