Voltaic Conduit
Voltaic Conduit
Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.
The damage increases by 1d6 each time your power rating increases beyond III.
Surface Control
Surface Control
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.
Supernova
Supernova
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.
Static Discharge
Static Discharge
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
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
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.
Pyrotechnic Conduit
Pyrotechnic Conduit
A burst of flame explodes in a 10-foot radius around a spot you choose within range. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage. On a successful Dexterity saving throw, a creature takes half damage.
The damage increases by 1d6 each time your power rating increases beyond III.
Psyshield
Psyshield
A buckler made of pure psychic energy forms on your forearm, lasting for the duration. The bucker counts as a light shield with the hands-free property. You are considered proficient with the buckler. The power’s effect ends early if you sacrifice the shield (see Shielding in Chapter 3: Equipment).
Surge. You can spend +1 psionic point to form a medium shield with the rebounding property, a heavy shield, or a tower shield instead [requires power rating III].
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.
Imbue Weapon
Imbue Weapon
The target weapon is imbued with psychic energy, bonding with your psionic strength. The weapon gains a bonus of +2 to its damage, and you can use your manifesting ability instead of Strength for attack and damage rolls made using it. The effect ends if you use this reflex again or let go of the weapon. Beginning at 3rd level the weapon’s damage type can be psychic, and if the weapon is medium-sized or smaller it gains the thrown (10/30) property.