1st-level psychometabolism
Augmenting: verve
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
When you are hit by an attack, you can instantly transmogrify the outer layer of your skin into a dense metamaterial that absorbs the impact before flaking away. You gain a +2 bonus to AC until the start of your next turn. This bonus applies against the triggering attack.
Intensify. When you spend extra psi points to manifest this augment, the bonus to AC increases by 1 for each additional psi point spent beyond the minimum cost.
3rd-level telepathy
Augmenting: mindlink
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Concentration, up to 1 minute
When you manifest this augment, you target one creature you are telepathically communicating with and cause their instinctual fight-or-flight terror response to go haywire. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage and considers all other creatures to be life-threatening and hostile to it. Until your concentration ends, it takes 1d6 psychic damage for every other creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers no other effect. A creature is immune to this power if it is immune to being frightened.
Intensify. For each additional psi point spent to manifest this augment beyond the minimum cost, the target takes 1 additional psychic damage for every other creature within 5 feet of it at the end of each of its turns while you concentrate.
3rd-level psychoportation
Augmenting: inertial transference
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A
Duration: Concentration, up to 1 minute
You transfer a creature’s future inertial potential into its present form. Choose a willing creature that you can see within range. For as long as you concentrate, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the augment’s duration ends, the target is incapacitated and has a speed of 0 until the end of its next turn, as it experiences the future from which all its inertial potential was borrowed.
Intensify. If you spend 8 extra psi points to manifest this augment, you manifest it as a 7th-level power, and you may affect up to five willing creatures you can see within range instead of one.
1st-level psychometabolism
Augmenting: verve
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: 1 hour
You or a creature you touch ignores the effects of high altitude, aquatic pressure, and extreme heat or cold (but not cold or fire damage) for the duration.
9th-level telepathy
Augmenting: psychic static
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: Self (20-foot radius)
Components: A
Duration: Concentration, up to 1 minute
You alter your telepathic abilities into a concentrated field of psychic sympathy. For the duration, whenever you take damage from a weapon attack, all creatures in the area take the same amount of damage.
Additionally, whenever you are targeted by or are in the area of a spell or power of 5th level or lower, all creatures inside your affinity field are treated as though they were targeted or were in the area of the same effect, receiving their own saving throws if applicable. The effects of non-instantaneous spells or powers transferred to targets this way end when the affinity field ends, regardless of whether the spell or power’s normal duration is longer.
3rd-level telepathy
Augmenting: mindlink
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You coerce the inner id lurking in the mind of another creature to unleash itself, sending it into a reckless fury. One creature you are telepathically communicating with must make a Wisdom saving throw. On a failed save, the creature takes 5d8 psychic damage, and the only action it can take on its next turn is the Attack action. If the target chooses to take the Attack action on its turn, it makes all of its attacks on that turn with advantage, but all attacks against the target of this power have advantage until the start of its next turn.
On a successful save, the target takes half as much damage, and it experiences no additional effects.
Intensify. When you spend extra psi points to manifest this augment, you may target 1 additional creature you can see within range for every 2 additional psi points spent beyond the minimum cost.
4th-level telepathy
Augmenting: mind thrust
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You briefly suppress all wants and desires of a creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or no damage on a successful one.
Additionally, if the target fails its saving throw, it is incapacitated and its speed is reduced to 0 until your concentration ends. The target may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this effect if it is immune to being charmed.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for each additional psi point spent beyond the minimum cost.
5th-level psychometabolism
Augmenting: verve
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: Touch
Components: O
Duration: Instantaneous
You touch a creature and assimilate their life force and matter into your body. The target must make a Constitution saving throw. On a failed save, the target takes 7d6 + 20 force damage and you gain temporary hit points equal to half the damage dealt. If this damage reduces the target to 0 hit points, the target is completely assimilated.
A completely assimilated creature dies and its entire body, including everything it is wearing and carrying, except magic items, is broken down and absorbed entirely into your body. The creature can be restored to life only by means of true resurrection, reality revision, or similar magic.
When you completely assimilate a creature, your hit point maximum increases by 2 for every hit die the target creature possessed. Additionally, you gain a semblance of the creature’s form, granting you advantage on ability checks to impersonate it. Both of these effects last until you finish a long rest.
This power has no effect on undead or constructs.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
5th-level telepathy
Augmenting: mindlink
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A, O
Duration: Concentration, up to 1 minute
Your force of will overwhelms another creature, allowing you to control its higher motor functions. You target one creature you are telepathically communicating with. The target must make a Charisma saving throw. On a failed save, while you concentrate, you choose the target’s movement on each of its turns and all of its actions and reactions. On a successful save, the target is unaffected. At the end of each of the target’s turns it can repeat the saving throw, ending the power on a success.
A creature is immune to this effect if it is immune to being charmed.
3rd-level metacreativity
Augmenting: aura beacon
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You lens the light of your aura beacon into a coherent beam and project it at one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 5d6 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and is not blinded.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
7th-level metacreativity
Augmenting: aura beacon
Psi Cost: 13 psi points
Manifesting Time: 1 action
Range: Self (30-foot radius)
Components: O
Duration: Concentration, up to 1 minute
You briefly increase the luminosity of your aura to stunningly bright, searing energy. All creatures in range other than you must make a Dexterity saving throw. On a failed save, a creature takes 10d6 radiant damage and is blinded and stunned until your concentration ends. On a successful save, it takes half as much damage and suffers no other effect. A blinded and stunned target can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for every 2 additional psi points spent beyond the minimum cost.
5th-level metacreativity
Augmenting: aura beacon
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: O
Duration: Concentration, up to 10 minutes
You shape your aura into one that engenders reverence and obedience. Choose up to 5 creatures you can see within range. Each target must succeed on a Wisdom saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability, but it cannot be ordered to take obviously self-destructive actions. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this augment, you may choose one additional target for this augment for every 2 additional psi points spent beyond the minimum cost.
1st-level metacreativity
Augmenting: aura beacon
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self (30-foot radius)
Components: O
Duration: Concentration, up to 10 minutes
You shape your aura into one of empathic power. Roll 2d8; the total is how many hit points worth of creatures this augment can affect. Creatures within range when you manifest this augment are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.
Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for the duration, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving onto the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.
Intensify. When you spend extra psi points to manifest this augment, roll an additional 1d8 for each additional psi point spent beyond the minimum cost, adding the result to this augment’s total roll for hit points worth of creatures it can affect.
1st-level metacreativity
Augmenting: aura beacon
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self (30-foot radius)
Components: O
Duration: Concentration, up to 1 minute
You shape your aura into one of confidence and calm. Choose up to 3 targets among yourself and allies you can see within range. Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.
1st-level metacreativity
Augmenting: aura beacon
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: O
Duration: Concentration, up to 1 minute
You shape your aura into one that encourages righteous anger in your allies, urging them to fight that much harder. Choose up to 3 allies you can see within range. Until your concentration ends, each target can roll a d4 whenever rolling damage for a melee weapon attack, adding the number rolled to the damage roll.
2nd-level metacreativity
Augmenting: aura beacon
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self (60-foot radius)
Components: O
Duration: Concentration, up to 1 minute
You shape your aura into one of distracting mirth. Until your concentration ends, each creature within range that can see you suffers disadvantage on any ability checks using the Perception and Investigation skills.
4th-level metacreativity
Augmenting: aura beacon
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self (20-foot radius)
Components: O
Duration: Concentration, up to 10 minutes
Your aura darkens into one of dreadful animosity. When you manifest this power, you designate any number of creatures you can see to be exempt from its effects. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. The creature takes 3d10 psychic damage on a failed save or half as much on a successful one.
Intensify. When you spend extra psi points to manifest this augment, its damage increases by 1d10 for every 2 additional psi points spent beyond the minimum cost.
1st-level metacreativity
Augmenting: aura beacon
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self (30-foot radius)
Components: O
Duration: Concentration, up to 10 minutes
You shape your aura into one of exaltation that fortifies you and your allies when your enemies are defeated; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within range gain 2 temporary hit points.
Intensify. When you spend extra psi points to manifest this augment, every time this augment would allow you and your allies to gain temporary hit points the amount is increased by 2 for each additional psi point spent beyond the minimum cost.
2nd-level clairsentience
Augmenting: wild talent
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Concentration, up to 1 hour
You mystically tune your vision to the aura of one creature you can see. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical effects, and the school of magic of any such effect. In addition, if you can see the target, you know its current hit point total and its basic emotional state. While you concentrate, you have advantage on Wisdom and Charisma checks you make against the target.
2nd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: 1 minute
You greatly accelerate your body's autonomic healing. For the duration of this power, as long as you have at least 1 hit point, you regain 2 hit points at the start of each of your turns. If you are reduced to 0 hit points, this power ends.
Intensify. When you spend extra psi points to manifest this augment, for every 2 additional psi points spent, the number of hit points you regain at the start of each of your turns increases by 2.
7th-level clairsentience
Augmenting: sixth sense
Psi Cost: 13 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
You prevent a disaster about to befall you. When you fail a saving throw, you may manifest this power to succeed on it instead.
1st-level psychoportation
Augmenting: mystic displacement
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You choose a point you can see within range and rearrange the spatial coordinates of every creature within a 10-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Charisma saving throw or take 2d6 force damage and be teleported to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for every 2 additional psi points spent beyond the minimum cost.
If you spend at least 4 additional psi points to increase this augment’s damage, you may increase the radius of the sphere to 20 feet.
3rd-level psychoportation
Augmenting: speed of thought
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: O
Duration: Instantaneous
You instantly swap dimensional coordinates with a creature you can see within range. That creature must make a Charisma saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.
3rd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 5 psi points
Manifesting Time: 1 reaction
Range: Self (60-foot radius)
Components: O
Duration: Instantaneous
You send out a wave of restorative psychic energy. You and up to five allies you can see within range can immediately make saving throws against all effects that allow saving throws at the start or end of an affected creature’s turn.
1st-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Instantaneous
You tap into the latent predator instincts of your primal ancestors and briefly reshape your hands into long claws. Make a melee power attack against a creature within 5 feet of you. On a hit, this attack deals slashing damage equal to 2d4 + your psionic ability modifier.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 2d4 for each additional psi point spent beyond the minimum cost.
1-level psychometabolism
Augmenting: primal metabolism
Psi Cost: Special
Manifesting Time: 1 bonus action
Range: Self
Components: O
Duration: 1 or more hours
You fix a bestial version of yourself in your mind and manifest your vision physically. When you use this ability, you choose one or more of the following effects. Each effect has its own psi cost and power level. Add them together to determine the total cost and power level of this augment. Your transformation lasts until you die, until you end it as a bonus action, or until the duration ends. The duration is a number of hours equal to the final power level of the augment.
Climbing (2 psi, level 1). You grow tiny hooked claws that give you a climbing speed equal to your walking speed.
Flight (6 psi, level 3). Wings sprout from your back. You gain a flying speed equal to your walking speed.
Keen Senses (2 psi, level 1). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
Perfect Senses (4 psi, level 2). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
Tough Hide (2 psi, level 1). Your skin becomes as tough as leather; you gain a +2 bonus to AC.
4th-level psychokinesis
Augmenting: mindblade
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self (60-foot line)
Components: O
Duration: Instantaneous
You hurl your mindblade away from you and make a melee weapon attack with it against every creature in a 60-foot long 5- foot wide line extending from you in any direction you choose. You make a single attack roll and compare it to each creature's AC individually. If the attack hits a creature, it deals normal damage for a mindblade attack plus an additional 4d8 force damage.
When your mindblade reaches the end of the line or strikes a solid surface other than a creature, your focus on mindblade ends.
5th-level psychoportation
Augmenting: mindblade
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: Self (20-foot radius)
Components: O
Duration: Instantaneous
As you strike with your mindblade, you fragment into four duplicates and launch a hurricane of attacks. When you manifest this power, you may target up to 4 creatures within a 20-foot radius sphere centered on you and make two melee attacks with your mindblade against each target.
1st-level psychometabolism
Augmenting: verve
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self
Components: A, O
Duration: Instantaneous
You send a reverberating surge of vitalizing energy throughout your body. You regain a number of hit points equal to 5 + your psionic ability modifier.
Intensify. When you spend extra psi points to manifest this augment, the amount of hit points you regain increases by 5 hit points for each additional psi point spent beyond the minimum cost.
1st-level psychometabolism
Augmenting: wild talent
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self
Components: A, O
Duration: 10 minutes
You adjust your body’s density to be dynamically buoyant. Whenever you fall during this power’s duration, your rate of descent slows to 60 feet per round. If you land before the power ends, you take no falling damage and can land on your feet.
Intensify. If you spend 4 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 3rd- level power, and for the duration you can walk on water, quicksand, or a fragile solid surface (like a spider’s web or a thin sheet of ice) without sinking or breaking the surface. Additionally, you gain a climbing speed equal to your walking speed for the duration.
6th-level psychometabolism
Augmenting: verve
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: Self
Components: A, O
Duration: 1 hour
You induce a supernaturally effective healing state in your body. You regain 30 hit points. For the duration of the power, you regain 1 hit point at the start of each of your turns (10 hit points each minute).
Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the power instantaneously causes the limb to knit to the stump.
3rd-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (60-foot line, or 90-foot cone)
Components: A, O
Duration: Instantaneous
You inhale more deeply than should be possible, then exhale a wave of virulent breath in a line 5 feet wide and 60 feet long. Choose acid or poison damage. Each creature in the area must make a Constitution saving throw, taking 6d6 damage of your chosen type on a failed save, or half as much on a successful one.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for every 2 additional psi points spent beyond the minimum cost.
If you spend at least 4 additional psi points to increase this augment’s damage, you may choose to exhale your breath in a 60- foot cone instead of a line.
1st-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: Self (5-foot radius)
Components: A, O
Duration: Instantaneous
When you take piercing or slashing damage, you may manifest this augment to cause acid to spray from your wound. Each creature within 5 feet of you takes 2d6 acid damage.
6th-level telepathy
Augmenting: blind spot
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: 24 hours
You enfold yourself in an invisible, protective barrier against magic eyes, projections, or sensors that attempt to view you or your surrounding area (for example, the effects created by arcane eye, clairvoyance, scrying, or thought projection). For the duration, whenever any such effect would be able to sense you, the creator of the effect must make an Intelligence saving throw. On a failure, the target takes 10d10 psychic damage and cannot perceive you with the triggering effect. On a successful save, the target takes half as much damage and the triggering effect functions normally.
Regardless of a target’s success or failure, you are aware if someone triggers your trap. However, you do not gain any further information on the effect or its creator, such as the location of the sensor, eye, or projection, or whether the target succeeded or failed on their saving throw.
1st-level psychokinesis
Augmenting: energy ray
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 120 feet
Components: A
Duration: Concentration, up to 1 minute
With a sharp crack, you instantly and drastically lower the ambient temperature around one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage and has its speed halved until your concentration ends. On a successful save, the target takes half as much damage and it suffers no further effect. A target that has its speed reduced by this augment can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for each additional psi point spent beyond the minimum cost.
1st-level telepathy
Augmenting: mindlink
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A
Duration: Instantaneous
You ask a question of one creature that can see and hear you within range, your voice reverberating with unnatural gravitas. The question must be phrased so that it can be answered with a yes or no, otherwise the power fails. The target must succeed on a Charisma saving throw, or it replies with a truthful answer.
A creature is immune to this effect if it does not share a language with you or if it is immune to being charmed.
3rd-level telepathy
Augmenting: psychic static
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You stoke the rage of a creature you can see within range, causing it to attack relentlessly with no thought for its own safety. The target must make a Wisdom saving throw. On a failure, whenever the target makes a melee attack while you concentrate, any creature within 5 feet of the target can use a reaction to make a melee attack against it. The target automatically fails the saving throw if it is using a feature or ability that allows it to benefit from strong emotions of aggression, rage, fury, or similar states of mind (as determined by the DM).
4th-level telepathy
Augmenting: mindlink
Psi Cost: 7 psi points
Manifesting Time: 1 reaction
Range: Unlimited
Components: O
Duration: Concentration, up to 1 minute
You form a telepathic connection to a creature familiar to you. The target must have an Intelligence of at least 2, otherwise this power fails and the manifesting time and psi cost are wasted. If the target knows you, it recognizes your mind touching its own as you form this connection. While you concentrate, you may telepathically communicate twenty-five words or less to the target as an action. Until your concentration ends, the target may also telepathically communicate up to twenty-five words to you as an action. You and the target can understand this telepathic communication, even if you don’t share a language.
You can establish this telepathic connection across any distance.
2nd-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self
Components: A
Duration: Instantaneous
You morph your fingers into claws that inject corrosive venom and sting a creature within your reach. The target must make a Constitution saving throw, taking 2d12 acid damage on a failed save, or half as much damage on a successful one.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 2d12 for every 3 additional psi points spent beyond the minimum cost.
1st-level telepathy
Augmenting: wild talent
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: None
Duration: Instantaneous
You briefly connect your mind with up to six creatures you can see within range and trigger within them subjective memories of courage. You end the frightened condition on all affected creatures. You gain no knowledge of the specific memories triggered in the targets.
4th-level telepathy
Augmenting: blind spot
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You reach into the mind of a creature you can see within range, and make it believe the object of its deepest desires appears before it. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior for the duration of this power. On its turn, you determine the target’s movement, as the target pursues the phantom object it covets. If the target has taken damage since the end of its last turn, it can act normally, otherwise it can only use its action to admire this phantom object. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature is immune to this effect if it is immune to being charmed.
3rd-level telepathy
Augmenting: blind spot
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You reach into the mind of a creature you can see within range, and make it believe it cannot breathe normally. The target must make an Intelligence saving throw. On a failed save, the target exhales all breath it has in its lungs and begins suffocating. A suffocating creature can survive for a number of rounds equal to its Constitution modifier (minimum 1 round), and at the start of its next turn it drops to 0 hit points and is dying. On each of its turns for the duration, the target can use its action to manually gasp for breath, extending the number of rounds it can survive while suffocating by 1. If a creature forgoes gasping for breath to take other actions, it may act normally except that it cannot speak or cast spells with verbal components.
If the target succumbs to suffocation and begins dying, it can be healed above 0 hit points, but in order to remain conscious, it must continue to manually gasp for air as an action each turn for the duration.
A creature is immune to this effect if it is immune to being charmed or does not need to breathe.
Intensify. If you spend 8 extra psi points to manifest this augment, you manifest it as a 7th-level power, and you may affect up to four creatures you can see within range instead of one.
8th-level telepathy
Augmenting: blind spot
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You reach into the mind of a creature you can see within range, and instill the belief that it is suffering from an immediate, deadly malady such as a catastrophic heart attack. The target must make an Intelligence saving throw. On a failed save, the target utterly believes the condition is real and is knocked unconscious and begins dying. The target’s current hit point total is not reduced to 0, but for the duration, the target must make death saving throws as though it were. The target dies if it accrues three failed death saving throws, as normal. If the target accrues three successful death saving throws, it stabilizes but remains unconscious for the duration. If the target takes damage, it does not suffer automatic death saving throw failures, unless its current hit points have already been reduced to 0.
For the duration, magical or mundane healing and assistance cannot allow the target to return consciousness or stabilize it.
A creature is immune to this effect if it is immune to being charmed.
7th-level telepathy
Augmenting: mind thrust
Psi Cost: 13 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You brutally crush the mind of one creature that you can see within range. The target must make a Charisma saving throw, taking 8d12 psychic damage on a failed save, or half as much damage on a successful one. This damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the psychic damage it took. Any affect that imparts immunity to psychic damage allows a creature’s hit point maximum to return to normal before that time passes.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d12 for each additional psi point spent beyond the minimum cost.
4th-level psychokinesis
Augmenting: energy ray
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A, O
Duration: Concentration, up to 10 minutes
With an ear-splitting screech audible up to 300 feet away, you freeze the air to form a wall of ice. The wall is 60 feet long, 15 feet high, and 1 foot thick. At least one 10-foot-long section of the wall must be within range when you manifest this power. Each 10-foot section of the wall has AC 12 and 30 hit points. The wall lasts until your concentration ends or all sections are destroyed. A creature that damages the wall with a melee attack takes an amount of cold damage equal to the damage it dealt to the wall.
2nd-level psychokinesis
Augmenting: energy ray
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self (30-foot cube)
Components: A
Duration: 1 minute
The air before you crackles as you strip heat from a 30-foot-by-30- foot cube originating from you. Any creature in the area when you manifest this augment and any creature that ends its turn there for the duration takes 5 cold damage.
Additionally, the ground in the area becomes difficult terrain for the duration, and any creature that moves more than 10 feet on this difficult terrain must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
6th-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 12 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: O
Duration: Instantaneous
You teleport your psicrystal to any unoccupied space in range, then direct it to burst apart, filling a 30-foot radius sphere with an explosion of razor sharp crystal shards. All creatures and unattended objects in the area take 6d6 piercing damage, then the shards of your psicrystal teleport back into one solid form in your space.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for every 2 additional psi points spent beyond the minimum cost.
2nd-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 4 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: O
Duration: Instantaneous
You direct your psicrystal to launch a tiny sliver of itself at an enemy it can see. Your psicrystal makes a ranged power attack using your power attack bonus against the target. On a hit, the target takes 4d10 piercing damage. Hit or miss, the launched sliver teleports back to your psicrystal and merges into it.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d10 for every additional psi point spent beyond the minimum cost.
4th-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 8 psi points
Manifesting Time: 1 action
Range: 15-foot cube
Components: O
Duration: Instantaneous
You direct your psicrystal to spray thousands of tiny needle-like shards of itself in a 15-foot cube adjacent to it. All creatures in the area automatically take 6d4 piercing damage, then all the sprayed pieces of your psicrystal teleport back into the greater whole, reforming it.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d4 for every 2 additional psi points spent beyond the minimum cost.
9th-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You direct your psicrystal to move into the space of a creature you can see within range and touch it. If the target has 100 hit points or less, it becomes crystallized. Otherwise, the power has no effect.
A crystallized creature is petrified, except that it does not gain resistance to thunder damage. Additionally, if an affected target takes 10 or more thunder damage from any single attack or effect, its crystallized form shatters, killing it instantly.
6th-level telepathy
Augmenting: mindlink
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: 1 round
You slip an artificial, self-destructive instinct into the mind of one creature you are telepathically communicating with. The target must make a Wisdom saving throw. On a failed save, the target is affected. On its next turn, an affected target attempts to end its life by the most direct means possible. If the target is armed, it takes the Attack action to make attacks against itself, all of which automatically hit and are critical hits. The target may repeat the saving throw after each attack, ending this power’s effects on a success.
If the target is unarmed, it moves as far as it can, including taking the Dash action if necessary, to its nearest enemy and lowers its guard, provoking an opportunity attack.
At the DM’s option, an affected target that perceives an immediately lethal hazard in the environment may subject itself to that hazard, such as flinging itself off a high cliff or diving into a lake of lava. In such cases, the affected creature moves as close as it can to the hazard without subjecting itself to it, taking the Dash action and provoking opportunity attacks if necessary, and then repeats the saving throw. On a success, this power’s effects end before the target subjects itself to the hazard. On a failure, the affected target uses its remaining movement to subject itself to the hazard.
2nd-level psychoportation
Augmenting: inertial transference
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A
Duration: Concentration, up to 1 minute
You leach the inertia from one creature you can see within range, making it appear to move in a slower frame of reference. The target must succeed on a Charisma saving throw or be affected by this augment for the duration.
An affected target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature falls while affected by this augment, it falls only 60 feet a round until the effect ends, and it if it lands before the effect ends it takes no falling damage.
A creature affected by this power makes another Charisma saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Intensify. When you spend extra psi points to manifest this augment, you may target one additional creature within range for every 2 additional psi points spent beyond the minimum cost.
6th-level psychoportation
Augmenting: mystic displacement
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You focus ominously on a creature you can see within range and attempt to remove parts of its brain. Roll 15d8. If the total you roll equals or exceeds the target’s current hit point total, you instantly reduce its Intelligence score to 0 and teleport a large portion of its brain out of its body to a space within range.
An affected creature is permanently incapacitated and cannot move or speak. It becomes limp and unresponsive to all outside stimuli. If not provided with care, an affected creature will perish in 3 days. These effects end on the target if its Intelligence score is restored.
Intensify. When you spend extra psi points to manifest this augment, you roll an extra 1d8 for each additional psi point spent beyond the minimum cost and add it to this augment’s total.
3rd-level clairsentience
Augmenting: sixth sense
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: Concentration, up to 1 minute
You touch a creature and show them all possible futures, inundating them with more terrible knowledge than they can bear. The target must make an Intelligence saving throw. On a failure, the target takes 5d8 psychic damage and is stunned for the duration. On a success, the target takes half damage and is not stunned. A stunned target can repeat the saving throw at the end of each of its turns, and is no longer stunned on a success.
A target reduced to 0 hit points by this power is unconscious but stable.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for each additional psi point spent beyond the minimum cost.
1st-level clairsentience
Augmenting: sixth sense
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: Concentration, up to 1 minute
You touch a creature and inundate them with imperfect understanding of several possible futures. The target must succeed on an Intelligence saving throw or be overwhelmed for as long as you concentrate. While overwhelmed, the target has disadvantage on ability checks and attack rolls, and its speed is halved.
1st-level telepathy
Augmenting: blind spot
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: A
Duration: 1 round
You briefly befuddle the senses and perception of one creature you can see within range, making it repeat itself. The target must make an Intelligence saving throw. On a failure, it repeats the action or actions it took on its previous turn. If conditions have changed enough to prevent the creature from taking the same actions again (if the creature it took the Attack action against last round is dead or out of range, if it no longer has the psi points necessary to manifest the augment at the same intensity it previously did, etc.), the target is instead incapacitated and doesn’t move until the beginning of your next turn.
1st-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 2 psi points
Manifesting Time: 1 bonus action
Range: Self
Components: O
Duration: Concentration, up to 10 minutes
You become Tiny until your concentration ends. While this size, you gain advantage on Dexterity (Stealth) checks and can move through gaps as small as 6 inches across without squeezing.
Intensify. If you spend 7 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 5th- level power, and you become even smaller for the duration. While this size, you gain all the regular effects of this augment, plus you gain a +5 bonus to Dexterity (Stealth) checks, a +5 bonus to AC, you can move through gaps as small as 1 inch across without squeezing, and you can’t make weapon attacks.
2nd-level telepathy
Augmenting: psychic static
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You cast your telepathic field wide and become sensitive to the intention to do you harm. While you concentrate, you know the direction of the nearest creature hostile to you within the area, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight.
1st-level clairsentience
Augmenting: sixth sense
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
You briefly perceive the emotions of others as distinct colors. You learn a one-word summary of the emotional state of up to six creatures you can see (such as happy, confused, afraid, or violent).
1st-level clairsentience
Augmenting: sixth sense
Psi Cost: 1 psi point
Manifesting Time: 1 hour
Range: Self
Components: A
Duration: Instantaneous
You meditate on the location of one creature. In order to target a creature with this augment, you must have seen the creature first- hand or have received a first-hand description or likeness of them. A disguise, whether mundane or magical, foils this power if you have not seen past the disguise first-hand. If you have a valid target, you gain an understanding of where the target is in the cosmos. You learn the region, city, town, village, and district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice).
You may target yourself with this power, learning where you are (useful if you find yourself lost or unexpectedly transported).
4th-level clairsentience
Augmenting: sixth sense
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: None
Duration: Concentration, up to 1 hour
You subtly attune your vision to detect the presence of invisible magic eyes, projections, or sensors that might be viewing the area (for example, the effects created by arcane eye, clairvoyance, scrying, or thought projection). You recognize whether the effect is an eye, sensor, or projection, but gain no further knowledge about it (such as the effect that created it, or who created it). The creator of the effect does not inherently know that you have detected it, but may realize you have depending on your actions after discovering it.
4th-level clairsentience
Augmenting: sixth sense
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: A
Duration: Concentration, up to 1 minute
While you concentrate, you can sense disturbances in the fabric of reality, gaining knowledge about teleportation effects that occur within in range, whether you have line of sight to the effect or not. When you sense a teleportation effect, you know its direction of travel and a general indication of the distance teleported (up to a hundred feet, hundreds of feet, or miles).
Intensify. If you spend 4 extra psi points to manifest this augment, you manifest it as a 6th-level power, and you can sense teleportation effects that have occurred in the area within the hour prior to manifesting it.
1st-level telepathy
Augmenting: mind thrust
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You inject a sudden, unsettling, and alien feeling in the mind of one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effect. A creature is immune to this effect if it is immune to being frightened.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
1st-level telepathy
Augmenting: mind thrust
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You inject a sudden, unsettling, and alien feeling in the mind of one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effect. A creature is immune to this effect if it is immune to being frightened.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
3rd-level metacreativity
Augmenting: mindblade
Psi Cost: 5 psi points
Manifesting Time: 1 bonus action
Range: Self
Components: O
Duration: Concentration, up to 1 minute
You refine the shape of your mindblade so that it only exists within two dimensions, producing an absurdly sharp cutting edge. For the duration, attacks with your mindblade score a critical hit on a roll of 19–20.
1st-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 90 feet
Components: A, O
Duration: Instantaneous
You lob a ball of gooey ectoplasm pulled from another plane at a creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 2d6 bludgeoning damage, and is covered in viscous ectoplasm. The next attack roll the target makes while coated in ectoplasm has disadvantage. The ectoplasm evaporates at the end of the target’s next turn.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 2d6 for every 2 additional psi points spent beyond the minimum cost.
3rd-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 6 psi points
Manifesting Time: 1 action
Range: Self
Components: A, O
Duration: 1 minute
You transmogrify yourself, including all equipment you are wearing, into a generally humanoid mass of translucent, wriggling ectoplasm. For the duration, you are immune to poison and nonmagical bludgeoning, slashing, and piercing damage; you cannot be poisoned; critical hits scored against you become normal hits; and your AC becomes 13 + your psionic ability modifier.
While in this form, you cannot take the Attack, Dash, or Use an Object actions. You can fly with a speed of 20 feet and can hover, and you can move through any gap that air can pass through without squeezing. You cannot enter water or other liquids, and you automatically fail saving throws to resist effects that create strong winds.
For the duration, you may only cast spells or manifest psionic powers that have no somatic, verbal, or material components. To successfully cast such a spell or manifest such a power, you must succeed on a DC 20 Constitution saving throw. On a failure, the casting or manifesting time is wasted, but spell slots or psi points are not.
1st-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: Instantaneous
You pull forth matter from a plane of thoughts and transmogrify it to match a damaged object or creature you touch. If you manifest this power on an object, you can repair up to 1 cubic foot of material. You can repair a break or tear, fuse broken halves together, or fill in missing gaps. If you manifest this power on a construct or undead creature instead of an object, the creature regains 1d8 hit points. This power has no effect on any other kind of creature. Intensify. When you spend extra psi points to manifest this augment on a construct or undead creature, the amount of hit points the creature regains increases by 1d8 for every additional psi point spent beyond the minimum cost. When you spend extra psi points to manifest this augment on an object, it can repair 1 additional cubic foot of matter for every additional psi point spend beyond the minimum cost.
2nd-level telepathy
Augmenting: mind thrust
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You form your thoughts into a briefly perceptible whip of telepathic energy, and strike the mind of one creature you can see within range, forcefully imposing a sudden and intense feeling of self-doubt in it. The target must make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and it can only take the Dodge, Disengage, or Hide actions on its next turn. On a successful saving throw, the target takes half as much damage, and its choice of action is not limited by this power.
Intensify. When you spend extra psi points to manifest this augment, you may target 1 additional creature you can see within range for every 2 additional psi points spent beyond the minimum cost.
1st-level telepathy
Augmenting: psychic static
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A
Duration: 1 hour
You coalesce your telepathic field into a generalized positive disposition and implant it into one humanoid creature you can see within range. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.
Intensify. When you spend extra psi points to manifest this augment, you may intensify it in one or both of the following ways, but points spent toward one method do not apply to the other.
You may target one additional humanoid creature for every 2 additional psi points spend beyond the minimum cost.
If you spend 6 additional psi points, you may target any kind of creature within range, instead of humanoids only.
1st-level telepathy
Augmenting: psychic static
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: 1 minute
You target a creature you can see within range and cloak them in psychically imposed sympathy toward you. At the start of each of the target’s turns, it must make a Wisdom saving throw. On a failure, the target is unable to harm you with an attack or effect until the start of its next turn, forcing it to target other creatures and place areas of effect carefully to avoid you. On a success, this power’s effect ends on the target. If you take any violent action against the target, such as attacking it or affecting it with a harmful power or spell, the effect on the target immediately ends.
Intensify. When you spend extra psi points to manifest this augment, you may target 1 additional creature you can see within range for every 2 additional psi points spent beyond the minimum cost.
3rd-level psychometabolism
Augmenting: verve
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: Concentration, up to 1 hour
You or a creature you touch gains resistance to cold, fire, lightning, or thunder damage (your choice) for the duration.
Intensify. If you spend 4 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 5th- level power, and the target creature instead gains immunity to cold, fire, lightning, or thunder damage (your choice) for the duration.
2nd-level psychokinesis
Augmenting: mindblade
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action
Range: Self
Components: O
Duration: Instantaneous
You transform your mindblade into a semi-solid state of energy. The next attack you make with your mindblade before the end of your next turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against your power save DC. On a failed save, the target takes the attack’s damage and effects as if you successfully hit it with a melee attack. On a successful save, the target takes half the damage you would have inflicted, as if you successfully hit it with a melee attack, but suffers no additional effects (if any).
3rd-level psychokinesis
Augmenting: energy ray
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (40-foot cone)
Components: O
Duration: Instantaneous
A rippling wave of psychokinetically generated energy emanates from you, in a 40-foot cone. Choose fire, cold, lightning, or thunder damage. Each creature in the cone must make a Dexterity saving throw, or take 6d8 damage of your chosen damage type on a failed save, or half as much on a successful one.
Intensify. When you spend extra psi points to manifest this augment, for every 2 additional psi points spent, the damage increases by 1d8 and the length of the cone increases by 10 feet.
1st-level psychokinesis
Augmenting: battle trance
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
When a creature within 60 feet of you that you can see attacks you, you may manifest this augment to impose disadvantage on the triggering attack. If the attack hits you, the attacker takes 2d6 psychic damage.
Intensify. When you spend extra psi points to manifest this augment, the attack deals an extra 1d6 psychic damage for every 2 additional psi points spent beyond the minimum cost.
2nd-level telepathy
Augmenting: psychic static
Psi Cost: 3 psi points
Manifesting Time: 1 minute
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You spend the manifesting time of this augment conversing with one creature you can see within range. If the target converses with you for the full manifesting time, it must succeed on a Wisdom saving throw, or you insidiously infect it with a sense of overwhelming boredom. At the start of its next turn, the target sits down (becoming prone) and is incapacitated for the duration. The save automatically succeeds if the target is immune to being charmed.
This effect ends immediately if the target or any of its allies it can see are attacked or take damage. On a successful save, the creature is unaffected, with no knowledge of your attempt to ensnare its will.
1st-level telepathy
Augmenting: wild talent
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You cause a creature in range to perceive you as a subjectively frightening memory. The target must succeed on a Wisdom saving throw or become frightened of you for the duration. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. You gain no knowledge of the specific memory triggered in the target.
2nd-level telepathy
Augmenting: psychic static
Psi Cost: 3 psi points
Manifesting Time: 1 minute
Range: 60 feet
Components: A
Duration: Concentration, up to 10 minutes
You spend the manifesting time of this augment conversing with one creature you can see within range. If the target converses with you for the full manifesting time, it must succeed on a Wisdom saving throw, or you insert in the target’s mind the urge to do violence against one creature you name or describe to it. If the target sees that creature before the duration ends, it attacks the creature. If the target was already hostile towards the creature, it attacks using weapons or magic. If the target is urged to attack a creature it was neutral or friendly towards, it will use unarmed strikes. Once the target attacks, it continues to do so for 1 minute, at which point this power ends. This augment immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. The save automatically succeeds if the target is immune to being charmed. On a successful save, the creature is unaffected, and has no inkling of your attempt to bend its will.
1st-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 1 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: 8 hours
You touch your psicrystal and reinforce its crystalline lattice, strengthening its ability to weather harm. Your psicrystal’s maximum and current hit points increase by 5 for the duration. This power ends early if your focus on imbue psicrystal ends.
Intensify. When you spend extra psi points to manifest this augment, you increase your psicrystal’s current and maximum hit points by an extra 5 for each additional psi point spent beyond the minimum cost.
8th-level psychometabolism
Augmenting: verve
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: 1 minute
You and one willing Medium or smaller humanoid you touch fuse together into one creature (you cannot fuse with an already fused creature). The fused creature is a Medium humanoid that replaces you in your space. It has two actions each round, but one action can only involve purely mental activity, such as casting a spell with no components or manifesting a psionic power. You control all of the fused creature’s actions, but you can relinquish control to the other creature comprising the fused being at any time without using an action. If you relinquish control of the fused being, you cannot regain it until the other creature relinquishes it back to you.
The fused creature’s current and maximum hit point total is equal to the sum of both creature’s respective hit point totals. It has access to all racial and class features of both creatures (including proficiencies, spell slots available, psi point reserves, spells prepared, cantrips, spells and augments known, etc.). The fused creature uses the higher of either creature’s bonuses for any given attack roll, ability check, or saving throw, and has the higher of either creature’s score in every ability score.
When the fused creature comes into being, you decide what equipment you and the other creature are wearing is subsumed into the fused creature’s form, and what equipment remains usable. The fused creature has a regular humanoid body plan, so it can only accommodate as much gear as a normal humanoid could (one set of armor, two hands to hold or wield items, etc.)
When the power ends, the fused creature separates back into you and the original creature you touched. The other creature appears in an unoccupied space adjacent to yours. If no unoccupied space is available, the creature is immediately shunted to the nearest space that it can occupy and takes force damage equal to twice the number of feet it is moved.
When you and the original creature separate, you share the amount of damage inflicted on the fused being between you, as well as expended resources, such as psi points spent or spell slots used (subtracting evenly from both creatures if they share the same resources, or completely from one creature if it is the only one with such a resource).
If a fused creature is killed, it separates back into you and the original creature, both of whom are at 0 hit points, but alive and stable.
8th-level metacreativity
Augmenting: aura beacon
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
The first time you manifest this power, you initiate a process that propagates the creation of a demiplane. This propagation takes 120 days to complete, and if you manifest genesis again before then, the nascent demiplane collapses and a new process begins from scratch.
The environmental features of your demiplane (temperature, weather, flora, fauna, terrain, etc.) are chosen by you when you first begin its propagation and can range from a hostile, barren wasteland to a self-sustaining idyllic paradise. Your demiplane’s created environment cannot include precious minerals, gems, or special materials, and the only native life your demiplane can be created with are beasts of CR 1 or lower and inanimate plants. Your demiplane can be any shape you desire, but it cannot exceed 2 miles in any one dimension. Your demiplane does not contain structures, but buildings can be built there afterward.
Once the creation of your demiplane is complete, it comes into existence on the Ethereal Plane. Thereafter, whenever you manifest genesis again, you create a pair of shimmering linked portals of light, one appearing in an unoccupied space within 30 feet of you that you can see, and the other appearing anywhere on your demiplane that you choose. Both portals are 5 feet wide and 10 feet high, are vertically oriented, and must rest on the ground. Each portal has a front and back, and travel through is possible only by moving through a portal’s front. Anything that does so is instantly transported, exiting the linked portal on the other side. The portals last for 1 hour, then vanish.
If you are familiar with another creature’s demiplane created by genesis or the demiplane spell, you can have the portal you create with either of those effects connect to the other creature’s demiplane instead of yours. Likewise, another creature that is familiar with your demiplane can connect to it if they manifest genesis or cast demiplane.
If you manifest genesis while already located within your demiplane, you produce one of the following effects:
Receive. You may designate one unoccupied space touching the ground that you can see and begin concentrating (as though concentrating on a power) for 1 minute. If you maintain your concentration and remain within line of sight of the designated space for the entire minute, that surface becomes mystically attuned to receive incoming portals. Thereafter, whenever genesis or the demiplane spell is used by a creature other than you to travel to your demiplane, its portal or doorway appears in the designated space.
Return. If the portals you used to travel to your demiplane have vanished, you may manifest genesis this way to re-open them. The portals appear in the same spaces they previously did if those spaces are currently unoccupied, or in the closest available unoccupied space if not.
Destroy. You cause your demiplane to begin imploding in on itself, shrinking until completely annihilated 24 hours later. All creatures and nonmagical objects inside your demiplane are killed and destroyed if they remain in your demiplane when it is annihilated, leaving no remains. Magic items are scattered to random locations in the multiverse.
You cannot halt the implosion process once started, but after your demiplane is annihilated, you may manifest genesis again to begin propagating a new demiplane.
3rd-level psychoportation
Augmenting: inertial transference
Psi Cost: 6 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Concentration, up to 10 minutes
You suspend gravity around you and seize control of the angular velocity of your inertia. For the duration, you gain a flying speed of 60 feet.
Intensify. When you spend extra psi points to manifest this augment, you may affect one additional creature within 30 feet of you for every 2 additional psi points spent beyond the minimum cost. Affected creatures gain a flying speed of 60 feet for as long as you concentrate.
5th-level psychoportation
Augmenting: inertial transference
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 100 feet
Components: A
Duration: Concentration, up to 1 minute
You intensely magnify the acceleration of gravity in a 50-foot- radius, 100-foot high cylinder centered on a point within range. Creatures who take falling damage in the area suffer an extra 1d12 bludgeoning damage for every 10 feet they fall. A creature’s walking speed is reduced to 5 feet in the area, and when it enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failure, the creature takes 4d8 bludgeoning damage and is knocked prone. On a success, the creature takes half of this damage.
In addition to the above effects, flying creatures who are in the area when you manifest this power, or who fly into the area, must make a Dexterity saving throw. On a failure, the creature crashes, falling to the ground. On a success, the creature may use its remaining flying speed to exit the area, and its altitude is halved. If it cannot exit the area with this movement, it falls as if it failed the saving throw.
1st-level telepathy
Augmenting: blind spot
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: None
Duration: Instantaneous
You cause one creature you can see within range to believe a threatening enemy stalks it, just out of sight. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage, and—until the end of your next turn—melee attack rolls against it have advantage and it can’t use reactions. On a successful save, it takes half as much damage, and suffers no other effects. A creature is immune to this effect if it is immune to being frightened.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for each additional psi point spent beyond the minimum cost.
8th-level clairsentience
Augmenting: sixth sense
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: Instantaneous
You make a series of astounding deductions, putting together clues, inferences, and logical conclusions from disparate minutiae, possibly even pulling knowledge directly from the collective unconscious of all living creatures. When you manifest this power, you may answer up to five questions you pose to the DM on any topic. The DM provides the answers that you deduce, and must give accurate answers to your questions.
At the DM’s discretion, some answers might be so obscure you can only deduce them by tapping into information that you couldn’t possibly know. In such cases, you must succeed on a DC 30 Intelligence check to pull the answer from the collective unconscious. If you are proficient with an appropriate skill to recall lore (such as Arcana, Religion, or Nature) and it applies to the answer you seek (DM’s choice), you may apply double your proficiency bonus to the Intelligence check.
3rd-level telepathy
Augmenting: mind thrust
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You worm disrupting thoughts into the mind of a creature you can see within range. The target must make a Wisdom saving throw. On a failure, the target takes 3d8 psychic damage and acts erratically for the duration. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
Intensify. When you spend extra psi points to manifest this augment, you may target 1 additional creature you can see within range for every 2 additional psi points spent beyond the minimum cost.
4th-level psychokinesis
Augmenting: energy ray
Psi Cost: 8 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Concentration, up to 1 minute
You ignite your body in psionic fire. While you concentrate, you are immune to fire damage, and any creature that ends its turn within 5 feet of you takes 3d6 fire damage. Additionally, you shed bright light in a 30-foot radius and dim light for an additional 30 feet for the duration.
4th-level psychoportation
Augmenting: mystic displacement
Psi Cost: 8 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Concentration, up to 8 hours
For the duration of this augment, you mystically anchor your body and mind to the underlying fabric of reality on your current plane of existence. While so anchored, your weight does not increase but you become next to impossible to move. You gain a +20 bonus on ability checks and saving throws to resist being moved against your will, and you cannot voluntarily allow yourself to be moved for the duration.
While anchored, you automatically fail Dexterity checks and saving throws and cannot take any actions, but you become immune to all bludgeoning, piercing, and slashing damage. Magical effects that would teleport you, or any effect described as “telekinetic” automatically fail when used on you.
Intensify. If you spend 8 additional psi points when manifesting this augment, you manifest it as an 8th-level power, and may do so as a reaction to any action another creature takes, gaining the effects of the augment before the other creature’s action.
9th-level psychometabolism
Augmenting: verve
Psi Cost: 17 psi points
Manifesting Time: 1 reaction
Range: Self
Components: A, O
Duration: 1 round
You instantly affix the perfect version of yourself in your mind and deny all deviations from that self. You may manifest this power in response to any action, and it manifests quickly enough to apply its effects to you before the triggering action. When you manifest this power, your hit point total returns to its maximum. Additionally, until the end of your next turn, you are immune to all damage, conditions, and effects other creatures try to inflict or impose upon you.
1st-level clairsentience
Augmenting: mind thrust
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Until dispelled
You force a clairsentient beacon into the psyche of a creature you can see. The target must succeed on a Wisdom saving throw or else you know the distance and direction between you and the target, as long as you are on the same plane of existence, until the effect ends. A target can repeat the saving throw at the end of each hour, ending the effect on a success.
You may only have one beacon active at a time. If you manifest this power on a second target, your awareness of the first one fades, regardless of the second target’s success or failure on the saving throw.
Intensify. If you spend an addition 4 psi points to manifest this augment beyond the minimum cost, the target may only repeat the saving throw when they finish a long rest, ending the effect on a success.
4th-level telepathy
Augmenting: mindlink
Psi Cost: 7 psi points
Manifesting Time: 1 hour
Range: 30 feet
Components: None
Duration: 4 or more hours
You telepathically infiltrate the mind of a creature you can see within range. The target must remain within 30 feet of you for the entire manifesting time, otherwise the power fails. The target must make three Intelligence saving throws. You plant an idea or false memory in the creature’s mind, the duration of which depends on the number of saving throws it fails.
You choose whether the idea or memory is trivial (such as “I woke up 5 minutes late today” or “Griffons are majestic creatures”) or personality-defining (“I deserted my unit in the war, causing their deaths, and I can barely live with the shame” or “Violence is never the answer, I will never touch a weapon again”).
With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.
Intensify. If you spend 8 extra psi points to manifest this augment, you manifest it as an 8th-level power, its manifesting time is shortened to 1 minute, and the idea or memory lasts one week with one failed saving throw, one month with two failed saving throws, or is permanent with three failed saving throws.
1st-level telepathy
Augmenting: psychic static
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You distill your telepathic field into a mote of pure fury within the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. On a failure, the target takes half as much damage and does not suffer any further effect. The save automatically succeeds if the target is immune to being charmed.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
2nd-level psychoportation
Augmenting: inertial transference
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: 10 hours
You wreathe yourself with a persistent, intangible field of warped space that absorbs and redirects the kinetic energy of attacks made against you. For the duration, your Armor Class can’t be less than 14, regardless of what kind of armor you are wearing
Intensify. When you spend extra psi points to manifest this augment, the minimum Armor Class provided by this power increases by 1 for every two additional psi points spent beyond the minimum cost.
2nd-level psychoportation
Augmenting: inertial transference
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 10 minutes
You create an invisible, insubstantial wall of distorted space within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. Any creature attempting to move through it must make a Strength saving throw. On a successful save, a creature can pass through it. A creature must make this saving throw whenever it attempts to pass through the wall, whether willingly or unwillingly.
4th-level psychoportation
Augmenting: inertial transference
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A
Duration: Concentration, up to 10 minutes
You strip all inertia and momentum from a creature you can see within range. The target must make a Charisma saving throw. On a failed save, the creature is cut off from nearly all physical and magical interactions. A target can choose to fail this saving throw if they wish.
An affected creature can’t be damaged by attacks or effects, nor can it damage or affect anything else. The creature’s speed is reduced to 0, and it hovers in place, unable to fall.
This power can be dispelled by targeting the affected creature with the accelerate power or the haste spell, but these then have no further effect on the target.
6th-level telepathy
Augmenting: psychic static
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You form your telepathic field into a spike of concentrated madness and ram it into one creature you can see within range, attempting to drive it permanently insane. If the target has an Intelligence score of 4 or higher, it must make a Wisdom saving throw. On a successful save, the creature isn’t affected.
On a failed save, maddening whispers and visions fill the creature’s mind. The target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2–6 The creature doesn’t move or take actions this turn.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.
A creature affected by this power must make another Wisdom saving throw at the end of each of its turns. If it successfully saves against this power three times, the effect ends. If it fails its save three times, it becomes comatose, subjected to the paralyzed condition for the power’s duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If you maintain your concentration on this power for the entire possible duration, the creature is rendered permanently insane. A permanently insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. Permanent insanity lasts until removed by greater restoration, intensified revitalization, psychic chirurgery, or similar magic.
2nd-level psychometabolism
Augmenting: verve
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Instantaneous
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, you may manifest this augment to grant the target creature resistance to the triggering damage type until the end of their next turn. This power is manifested quickly enough that the resistance it grants applies to the triggering damage.
3rd-level telepathy
Augmenting: psychic static
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (30-foot radius)
Components: A
Duration: Concentration, up to 10 minutes
You create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
1st-level psychometabolism
Augmenting: verve
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Instantaneous
You harness the intensity of your will to shrug off attacks that would cripple weaker minds and bodies. Choose bludgeoning, piercing, or slashing damage. You gain resistance to the chosen damage type until the end of your next turn.
Intensify. If you spend 6 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 5th- level power and you gain resistance to the chosen damage type for as long as you concentrate on this augment, for up to 1 hour.
5th-level telepathy
Augmenting: psychic static
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You choose up to six creatures that you can see within range, and induce a horrific, shared hallucination in each of them. Each target must make an Intelligence saving throw. On a failed save, a target takes 8d6 psychic damage and is frightened for the duration. On a successful save, a target takes half as much damage and is not frightened.
While frightened by this augment, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
1st-level telepathy
Augmenting: mindlink
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: Concentration, up to 1 hour
While you concentrate on this power, you know when a creature communicating with you via telepathy is lying.
8th-level telepathy
Augmenting: mind thrust
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You telepathically batter the psyche of a creature you can see, locking them in an unresponsive state. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.
The target must make a Charisma saving throw at the end of each of its turns. On a successful save, it is no longer stunned by this power.
9th-level telepathy
Augmenting: blind spot
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: Touch
Components: None
Duration: 1 hour
A creature you touch becomes irresistibly captivating to others. For the duration, whenever the target makes a Charisma check, it can replace the number rolled with a 15. Additionally, no matter what the target says, effects that would determine if it is telling the truth indicate that it is being truthful.
1st-level telepathy
Augmenting: mindlink
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: Self
Components: None
Duration: 1 hour
When you manifest this augment, you begin communicating telepathically using mindlink with one additional target creature.
In addition, for the duration of this augment, you can use a bonus action on your turn to share one memory of your choice with all targets of mindlink, or allow one target to share one of its memories with yourself and all other targets of mindlink. The recipients of a memory gain perfect recall of one thing the sender of the memory saw or did.
Intensify. When you spend extra psi points to manifest this augment, you can add an additional target creature to your mindlink communication for each additional psi point spent beyond the minimum cost.
3rd-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Concentration, up to 1 hour
You transmogrify your body into a new form. Choose one of the following effects.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, the sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same. The change to your appearance lasts for the duration.
Beast Form. You transform into the form of a beast. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your new form can be any beast whose challenge rating is equal to or less than your level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen creature. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You are limited in the actions you can perform by the nature of your new form, and you can't manifest powers, cast spells, or take any other action that requires hands or speech.
Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.
Intensify. If you spend 10 extra psi points when manifesting this augment, you manifest it as an 8th-level power and can transform yourself into any type of creature whose challenge rating is equal to or less than your level, when you use the Beast Form effect.
9th-level telepathy
Augmenting: mind thrust
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
When you manifest this power, you forcefully induce catatonia, isolating consciousness. You can choose to target either a single creature or any number of creatures you can see within range. The targeted creatures suffer one of the effects detailed below, depending on the number of targets.
Single Target. If the target has 100 hit points or fewer, its consciousness is completely cut off from the real world. It perceives an imaginary landscape and creatures, but in reality it falls prone, is incapacitated, and can’t move or speak intelligibly.
Multiple Targets. Any target that has 30 hit points or fewer, up to a maximum of 300 hit points worth of creatures (affecting creatures with the lowest hit points first), suffers a shared catatonic state. All affected creatures can perceive and interact with each other and their shared hallucinatory environment, but are in actuality prone, incapacitated, and unable to move or speak intelligibly. Affected creatures believe they are interacting with each other normally, but are in fact telepathically communicating with other affected creatures and hallucinating physical interactions.
Regardless of the number of targets, affected creatures will eventually die of thirst and starvation without external care.
Microcosm’s effects can only be removed by manifesting microcosm on the targets a second time, or other by powerful effects such as psychic chirurgery, reality revision, or wish.
4th-level telepathy
Augmenting: mind thrust
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self (60-foot cone)
Components: O
Duration: 1 minute
You emit a blast of psychic energy in a 60-foot cone. Each creature in the area must succeed on an Intelligence saving throw or take psychic damage equal to 4d8 + your psionic ability modifier and be stunned for the duration. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4th-level psychometabolism Augmenting: verve
Psi Cost: 7 psi points Manifesting Time: 1 action Range: Self
Components: O
Duration: Concentration, up to 1 minute
You assert the power of your own mind over any base matter that tries to harm you. Until your concentration ends, you gain a +1 bonus to your Armor Class and resistance to bludgeoning, piercing, and slashing damage.
7th-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 13 psi points
Manifesting Time: 1 hour
Range: 120 feet
Components: A, O
Duration: 24 hours
You teleport your psicrystal anywhere in an unoccupied cube of space that is up to 120 feet on each side and with its bottom surface on the ground. If no such space exists within range, the power fails. Once your psicrystal is in place, you begin pulling gooey, ectoplasmic matter from a plane of thoughts, enfolding the psicrystal in it. The ectoplasm crystallizes and hardens into an otherworldly structure that fills the cube.
You completely control the growth of the crystalline structure, making all decisions about the structure’s interior chambers and layout, though all interior chambers must connect to others and must be at least 5 feet in any dimension. Interior chambers are otherwise enclosed by floors, walls, and ceilings. Walls can be as thick as 6 inches, blocking light, or thin enough to appear as glass windows. One 10-foot section of the exterior wall on the ground level is a magical entranceway. As an action, you and any creatures you designate when you manifest this power can activate the entranceway when adjacent to it, switching its phases between corporeal and incorporeal states with each activation. Once you finish growing the crystalline structure of your mind palace, your psicrystal detaches itself from an interior wall and awaits further instructions.
Your mind palace is partially extradimensional, and blocks teleportation and planar travel effects within its walls (whether it is the destination or origin point of the effect). Additionally, sensors, eyes, and projections created by divination spells and clairsentience powers can’t appear inside the structure, and creatures inside can’t be targeted by divination or clairsentience effects. The crystallized thought-substance of the structure also diffuses harmful psychic energies, granting resistance to psychic damage to all creatures located inside it.
The crystallized ectoplasm of the mind palace’s structure can’t be dispelled by dispel magic, and antimagic field has no effect on it. Nothing can physically pass through the structure’s exterior, except the entranceway, when its phase is shifted to incorporeal. An attack or effect that deals at least 10 points of thunder damage destroys a 5-foot section of the wall, or an area of the wall that overlaps with the area of effect that deal the damage, if applicable. The crystal is otherwise impervious to damage or harm. When this power’s duration expires, the mind palace evaporates into nothing.
Casting this spell on the same spot every day for a year makes this effect permanent.
7th-level telepathy
Augmenting: mindlink
Psi Cost: 13 psi points
Manifesting Time: 1 minute
Range: 30 feet
Components: None
Duration: Concentration, up to 1 minute
You delve into the depths of the mind of a creature you are telepathically communicating with. You gain limited access to the complete personal experience of the target, from fleeting memories of everyday events to life-defining moments. For the duration, you may use an action to learn the answer to one question that the target could answer. You do not actually converse with the creature, and need not share a language with it. You merely search the target’s psyche for the information you seek and find it if it is present.
The target may refuse to give you access to an answer if it succeeds on a Charisma saving throw, but success on this saving throw does not end the power. You may continue to seek answers (either to the same question or a different one) in subsequent rounds of the effect, until the duration ends. This power ends early if the target moves out of range.
An unconscious creature automatically provides you answers, but after you receive an answer from it, it may make a Wisdom saving throw if it has at least 1 hit point, becoming conscious on a success.
8th-level telepathy
Augmenting: mindlink
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: Touch
Components: None
Duration: Instantaneous
You touch one humanoid you are telepathically communicating with and infect it with a parasitic seed of your own psyche. The target must make a Charisma saving throw immediately when you manifest this power on it, and must then repeat the saving throw whenever it finishes a long rest. If the target successfully saves against this power three times, the power ends and the parasitic seed fades away with no effect. If it fails its save three times, the parasitic seed of your psyche in the target’s mind germinates. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
While a creature is still making saves against this power, it acts normally but begins to mimic quirks of your own personality. For instance, if you have a habit of ending sentences with “y’know?” the target begins doing so as well, subconsciously.
If the parasitic seed germinates, the target’s mind is replaced with a duplicate of your own. Its Intelligence, Wisdom, and Charisma scores change to match yours at the time you manifested this power on it. The target loses all class levels and class specific NPC traits it might have, and gains the class levels you had 8 levels ago (in effect, gaining the same experience and abilities you had 8 levels earlier). Its physical ability scores, race, and appearance do not change.
Although the target becomes a mental duplicate of you, you have no special control over it, and its personality may diverge from yours over time. The duplicate psyche’s initial attitude toward you is friendly, but it does not believe itself to be your servant or slave, and it will act as you would if it is treated as such
Effects that prevent possession prevent you from infecting a target with mind seed, but grant no protection once the seed is already implanted. An intensified revitalization, greater restoration, or the break enchantment effect of dispel evil and good cast on the target specifically to cleanse it of a growing mind seed does so only if the caster succeeds on a spellcasting or psionic ability check with a DC equal to your power save DC, and only if cast on the target before it fails three saves against mind seed.
Once the parasitic seed of your psyche germinates in a target, only reality revision, wish, psychic chirurgery, or similarly powerful magical effects can restore the target to its original personality and class levels (if applicable).
4th-level telepathy
Augmenting: mind thrust
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You disrupt the mind of a creature you can see within range, causing it to lock up. The target must succeed on a Charisma saving throw, or it is paralyzed for the duration. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target creature to move up to half its speed as you desire, even though it is paralyzed.
3rd-level telepathy
Augmenting: mind thrust
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: None
Duration: Instantaneous
You cause a 20-foot-radius sphere of intense psionic disruption to appear, centered on a point within range. Each creature in the area must make a Charisma saving throw. On a failed save, a target takes 4d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage and does not suffer any further effect from this power.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for every 2 additional psi points spent beyond the minimum cost.
7th-level telepathy
Augmenting: psychic static
Psi Cost: 13 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: O
Duration: Instantaneous
You ignite parts of your telepathic field into translucent purple flames of debilitating mental disruption. Choose any number of creatures you can see within range. Each creature with an Intelligence score of 4 or higher must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: suffer 1 level of exhaustion that is removed after 1 minute
40 hit points or fewer: suffer 2 levels of exhaustion that are removed after 10 minutes
30 hit points or fewer: paralyzed for 1 hour
20 hit points or fewer: killed instantly
1st-level telepathy
Augmenting: mindlink
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: None
Duration: 5 minutes
You couch your falsehoods in feelings of trust and acceptance, and deliver them into the mind of another. When you manifest this augment, you target one creature you are telepathically communicating with. The target must make a Wisdom saving throw. On a failed save, you telepathically communicate one statement of your choice to the target, and the target believes that statement for the duration. The statement can be up to ten words long, and it must describe you or a creature or object the target can see. On a successful save, the target is unaffected. A creature is immune to this effect if it is immune to being charmed or it succeeded on a saving throw against this augment since the end of your last long rest.
2nd-level telepathy
Augmenting: mindlink
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self (500-foot radius)
Components: A
Duration: Instantaneous
You broadcast a short telepathic message of up to 25-words to every creature within range. Any creature you can see, as well as any creatures that you know or know of in the area can be included or excluded from this communication. This communication is one- way only and instantaneous. If a recipient of your communication does not share a language with you, it perceives only garbled mental gibberish.
1st-level psychoportation
Augmenting: speed of thought
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self
Components: None
Duration: Instantaneous
Until the end of this turn, you turn invisible during your movement.
2nd-level psychoportation Augmenting: true shot
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action Range: Self
Components: O
Duration: Concentration, up to 10 minutes
For the duration, whenever you make a ranged attack with a weapon with the ammunition property, you gain the ability to teleport magical ammunition for the attack into your waiting hand. This requires no further action beyond making the ranged weapon attack. The piece of ammunition you summon is appropriate for the weapon you are wielding, but you cannot specify a particular piece of ammunition (such as, “an arrow from the quiver of a creature I can see”). Instead, the ammunition is summoned from mysterious parts unknown, somewhere in the multiverse. The magical ammunition you summon has a +1 bonus to its attack and damage rolls. Whether your attack hits or misses, the summoned ammunition teleports away, returning from whence it came.
Intensify. When you spend extra psi points to manifest this augment, until your concentration ends, each summoned piece of ammunition’s bonus to attack and damage rolls increases by +1 for every 2 additional psi points spent beyond the minimum cost, to a maximum total bonus of +3.
4th-level psychoportation
Augmenting: mystic displacement
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 150 feet
Components: O
Duration: 1 minute
You fire a thin purple ray from your brow at a creature you can see within range. Make a ranged power attack. On a hit, the target becomes anchored to the plane of existence it is currently on for the duration of this power.
While anchored, teleportation and planar travel effects fail to work on the target, whether the target is the originator of the effect or not. The target is also barred from entering portals to other locations, whether the portal’s destination is on the same plane, another plane or demiplane, or an extradimensional space such as that created by the rope trick spell. If an anchored creature attempts to pass through such a portal, they find it an impassable barrier.
Intensify. When you spend extra psi points to manifest this augment, you may target one additional creature you can see within range for every 2 additional psi points spent beyond the minimum cost.
7th-level psychoportation
Augmenting: mystic displacement
Psi Cost: 13 psi points
Manifesting Time: 1 reaction
Range: 100 feet
Components: O
Duration: Instantaneous
You manifest this power as a reaction to one creature teleporting into, out of, or within range. The teleporting creature must succeed on a Charisma saving throw to continue its teleport as normal. If the target fails its save, it teleports to a destination of your choice instead of its intended destination, provided the destination you choose is within the normal range of the teleportation effect.
3rd-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 5 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Instantaneous
When you visually, audibly, or mentally perceive a creature within 60 feet of you generate a psionic effect, you attempt to negate their psionic power and stop it from coming to fruition. If the target is casting a psionic talent, the casting fails. If the target is manifesting a psionic power of a level equal to this power’s level or lower, the manifesting fails and the target’s focus on a psionic talent ends. If the target is manifesting a power of a level higher than this power’s level, make a psionic ability check. The DC of this check equals 10 + the power level of the target's power. On a success, the target’s power fails to manifest, and its focus on a psionic talent ends.
Intensify. When you spend extra psi points to manifest this augment, this augment’s power level increases by 1 for every 2 additional psi points spent beyond the minimum cost.
4th-level psychokinesis
Augmenting: energy ray
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A, O
Duration: Concentration, up to 10 minutes
You mentally excite the air molecules before you, forming a wall of pure sound. The wall is 60 feet long, 15 feet high, and 1 foot thick. At least one 10-foot-long section of the wall must be within range when you form the wall. The wall lasts for the duration. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
The wall blocks any sound from passing through it, and the cacophony it creates can be heard up to 500 feet away. If another effect that deals thunder damage overlaps with the wall or crosses through it, the wall absorbs the effect, dispelling or destroying it.
5th-level psychoportation
Augmenting: speed of thought
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 1 mile
Components: A, O
Duration: Concentration, up to 1 hour
You fold the fabric of reality and bore a doorway between two points in space. You create a 5-foot cube of dim, gray light within 5 feet of you, and an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. The cubes last for the duration. A creature entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.
Intensify. When you spend extra psi points to manifest this augment, the maximum distance you can teleport is increased by 1 mile for each additional psi point spent beyond the minimum cost.
4th-level psychoportation
Augmenting: speed of thought
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: A, O
Duration: 8 hours
You fold the fabric of time and space to create a harmless singularity in a 5-foot cube you can see within range. For the next 8 hours, whenever another ability or effect allows you to teleport to a destination, you can instead teleport to the singularity, regardless of the normal range of the teleport allowed by the other effect, and regardless of whether you can see the singularity or not.
Intensify. If you spend 2 additional psi points beyond the minimum cost to manifest this augment, you manifest it as a 5th level power and you can take up to six additional willing creatures with you when you teleport to the singularity, assuming all targets were also affected by the other ability or effect that allowed you to teleport.
1st-level psychoportation
Augmenting: speed of thought
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
You store your potential energy and release it as a burst of psychoportation. If you have not yet moved on your turn, you may manifest this augment to teleport up to 20 feet, and then your speed is reduced to 0 until the beginning of your next turn. If you manifest this augment after you have moved on your turn, it fails.
Intensify. When you spend extra psi points to manifest this augment, the maximum distance you can teleport is increased by 20 feet for each additional psi point spent beyond the minimum cost.
2nd-level psychoportation
Augmenting: speed of thought
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
You create a temporary imprint of your location in the fabric of reality, and instantaneously return to it. At the start of your turn, you can use your reaction to teleport up to 40 feet to an unoccupied space you can see and then your speed is halved until the end of your turn. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied.
2nd-level psychoportation
Augmenting: speed of thought
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Instantaneous
You store your potential energy to swap dimensional coordinates with an ally. If you have not yet moved on your turn, you may choose one willing ally you can see within range. You and that ally teleport, swapping places, and your speed is reduced to 0 for the remainder of your turn. If you manifest this augment after you have moved on your turn, or if either you or the target ally can’t fit in the destination space, it fails.
4th-level psychoportation
Augmenting: speed of thought
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You and up to six willing creatures of your choice that you can see within range teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.
Intensify. When you spend extra psi points to manifest this augment, the maximum distance you can teleport is increased by 1 mile for each additional psi point spent beyond the minimum cost.
2nd-level telepathy
Augmenting: blind spot
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action
Range: Self
Components: A
Duration: Concentration, up to 1 minute
You cloak yourself from sight. You are invisible to all creatures you can see until your concentration ends, or until immediately after you damage or otherwise affect any creature with an attack, magical effect, or other ability.
Intensify. When you manifest this augment, you can target one creature you can see in addition to yourself within 60 feet of you for each additional psi point spent beyond the minimum cost. Each target is invisible to all creatures seen by at least one target. Your concentration ends if any creature affected by this augment damages or otherwise affects any creature with an attack, magical effect, or other ability.
3rd-level telepathy
Augmenting: psychic static
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: None
Duration: Concentration, up to 1 minute
You incite stark, raving panic in up to 8 creatures you can see within range. For the duration, each target must make a Wisdom saving throw at the start of its turn. On a failed save, the target is frightened until the start of its next turn. Roll a die for each frightened target. If you roll an odd number, that target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random creature within its reach. If there is no such creature, the target moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.
5th-level telepathy
Augmenting: psychic static
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You coalesce part of your telepathic field into an uncontrollable fear of betrayal, and it seeps into the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw, or it must target its allies with attacks and other damaging effects for the duration of this augment. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being frightened.
9th-level clairsentience Augmenting: sixth sense
Psi Cost: 17 psi points Manifesting Time: 1 minute Range: Touch
Components: None
Duration: 8 hours
You grant yourself or a willing creature that you touch a sense of profound understanding and serenity. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
If you manifest this power again before its duration expires, it immediately ends.
1st-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: Touch
Components: O
Duration: Instantaneous
When you cast imbue psicrystal, you may manifest this augment as a reaction to impart the psicrystal with a facet of your personality as you create it. If you do, for as long as you focus on imbue psicrystal, the psicrystal is associated with a particular skill and gains the ability to use its reaction to roll a d6 and add the result to one ability check you make with that skill, so long as you are within 15 feet of the psicrystal. The psicrystal may take this reaction after you roll the ability check, but it must do so before the DM determines if the result was a success or failure.
The skill that the psicrystal can give you a bonus to is determined by what kind of personality you impart it with. Choose from one of the options below.
Artiste. Charisma (Performance) checks.
Bully. Charisma (Intimidation) checks.
Cautious. Wisdom (Survival) checks.
Coward. Dexterity (Stealth) checks.
Curious. Intelligence (Arcana) checks.
Friendly. Charisma (Persuasion) checks.
Liar. Charisma (Deception) checks.
Meticulous. Intelligence (Investigation) checks.
Nimble. Dexterity (Acrobatics) checks.
Observant. Wisdom (Perception) checks.
Pious. Intelligence (Religion) checks.
Sage. Intelligence (History) checks.
Sympathetic. Wisdom (Insight) checks.
Intensify. If you spend 4 additional psi points to manifest this augment, you may impart your psicrystal with two facets of your personality instead of one, gaining the benefit of both simultaneously.
2nd-level telepathy
Augmenting: blind spot
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: None
Duration: Concentration, up to 1 minute
You cause one creature you can see within range to perceive a horrifying figment of its imagination. The target must make an Intelligence saving throw. On a failed save, the target believes a horrifying creature is adjacent to it until your concentration ends. During this time, the target can’t take reactions, and takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this effect if it is immune to being frightened.
Intensify. When you spend extra psi points to manifest this augment, the damage every round increases by 1d8 for each additional psi point spent beyond the minimum cost.
3rd-level psychokinesis
Augmenting: energy ray
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: A, O
Duration: Concentration, up to 1 minute
Choose a point you can see within range. The air in a 20-foot- radius sphere centered on that point becomes deathly cold and instantly freezes creatures in place. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes 4d8 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage and suffers no further effect.
As an action, a target that has its speed reduced can end that effect early if it succeeds on a Strength (Athletics) check with a DC equal to your power save DC.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for every 2 additional psi points spent beyond the minimum cost.
4th-level telepathy
Augmenting: mindlink
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: None
Duration: Up to 7 days
You mentally implant a suggested course of activity (limited to a sentence or two) and a triggering event (such as “when you awake two days from now” or “when you come within sixty feet of the local Countess”) to magically influence a creature you are telepathically communicating with. Creatures that can't be charmed are immune to this effect.
When you manifest this power, the target must immediately make a Wisdom saving throw. On a success, the target perceives a faint whisper intruding into its mind, but is not otherwise affected, and you know the suggestion did not take hold. On a failure, the suggestion and trigger are telepathically implanted in the target without their notice. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Suggesting the creature stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
Once the triggering condition is met, the target pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 8 hours after the triggering condition is met. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was influenced to do. The target will not be able to explain why it took the actions you compelled it to take after the suggestion is triggered and it will have no memory of the suggestion or trigger being implanted.
Whenever the target creature finishes a long rest, it may repeat the Wisdom saving throw, ending the effect on a success, though it will still not realize it was affected. If the triggering condition is not met before the power expires, the suggested activity isn’t performed. If you or any of your companions damage the target, the power ends.
1st-level clairsentience
Augmenting: sixth sense
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Concentration, up to 1 minute
You open your mind to receive momentary insights from the future, improving your odds of success. Until your concentration ends, whenever you make an attack roll, saving throw, or ability check, you roll a d4 and add it to the total.
Intensify. If you spend 10 extra psi points beyond the minimum cost to manifest this augment, you manifest it as a 6th-level power, and you roll 2d4 instead of a d4 for this power’s effect.
6th-level clairsentience
Augmenting: sixth sense
Psi Cost: 11 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Concentration, up to 1 hour
You open your mind to the future, and impart vital knowledge to your allies. When you roll initiative, you can manifest this power to grant you and up to 3 creatures of your choice you can see within range a +10 bonus to initiative. Additionally, until your concentration ends, you and affected creatures can’t be surprised and attack rolls against you and affected creatures can’t gain advantage.
Intensify. When you spend extra psi points to manifest this augment, you may affect one additional creature for every 2 additional psi points spent beyond the minimum cost.
3rd-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 5 psi points
Manifesting Time: 1 minute
Range: 30 feet
Components: A, O
Duration: Up to 1 hour
You move your psicrystal to an unoccupied space within range, then draw matter from a plane of thought, coalescing it around your psicrystal into the shape of an eidolon—a construct made of solid thought. Your psicrystal becomes the core of this eidolon. Its statistics are completely replaced by the eidolon’s and you cannot manifest a power that augments imbue psicrystal again while the eidolon exists. The eidolon disappears when it drops to 0 hit points, when this power’s duration expires, or when you stop focusing on imbue psicrystal. When the eidolon disappears, your psicrystal remains behind, and occupies one space previously occupied by the eidolon. As a reaction, you may direct your psicrystal to teleport to your space immediately after the eidolon disappears.
For the duration of its existence, the eidolon is friendly to you and your companions. It acts on the same initiative count as you, directly after your turn. You can use an action to give the eidolon a verbal or mental command, and it obeys any such commands that you issue to it. If you don’t issue any commands to the eidolon, it takes the Dodge action to defend itself from hostile creatures but otherwise takes no actions.
The eidolon’s base statistics are detailed in Eidolons. When you manifest this power, you can select one ability from the Lesser Eidolon Abilities menu and apply it to the eidolon’s base statistics for free.
Intensify. When you spend extra psi points to manifest this augment, you may select one additional ability from the Lesser Eidolon Abilities menu for each additional psi point beyond the minimum cost, and apply it to the eidolon’s statistics.
For every 2 psi points you spend to intensify this power from 5th to 6th level or higher, you may select an ability from the Greater Eidolon Abilities menu instead of two choices from the Lesser Eidolon Abilities menu.
3rd-level telepathy
Augmenting: mindlink
Psi Cost: 5 psi points
Manifesting Time: 1 hour
Range: 30 feet
Components: None
Duration: Instantaneous
You probe the mind of a creature you can see within range. The target must remain within 30 feet of you for the entire manifesting time, otherwise the augment fails. The target must make three Wisdom saving throws, and you learn information from it based on the number of saving throws it fails. The target may voluntarily fail any saves. If the target succeeds on all three saving throws, this power fails.
If the target fails any saves, you learn the details of events from the target’s memories that it considers significant. With one failed saving throw, you learn such details from the past 12 hours; with two failed saving throws, you learn such details from the past 24 hours; and with three failed saving throws, you learn such details from the past 48 hours.
1st-level telepathy
Augmenting: mind thrust
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You unleash a blast of inexorable psychic disruption at one creature you can see within range. The target automatically takes 2d6 psychic damage.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for every 2 additional psi points spent beyond the minimum cost.
1st-level psychometabolism
Augmenting: verve
Psi Cost: 1 psi point
Manifesting Time: no action
Range: Self
Components: None
Duration: Instantaneous
As part of your movement on your turn, you can fly 20 feet. If you end this flight in the air, you fall unless something else holds you aloft.
Intensify. When you spend extra psi points to manifest this augment, your flying speed increases by 20 feet for each additional psi point spent beyond the minimum cost.
9th-level telepathy
Augmenting: mindlink
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: Instantaneous
You telepathically enter the mind of willing creature you touch, and skillfully repair or improve its psyche. When you manifest this power, you choose one of the following effects.
Repair. If the target is charmed or frightened, you instantly end those conditions on the target. You also automatically end any effect that mentally limits or dictates actions the creature can take (such as id insinuation, ego whip, or the command or confusion spells), possession, permanent insanity, madness, or a reduction in maximum hit points caused by an effect that dealt psychic damage. Additionally you restore the creature’s Intelligence, Wisdom, and Charisma scores to normal if they were reduced by another effect.
Improve. If you choose this effect, you begin to concentrate. If you maintain your concentration for a full minute, you permanently bestow the target creature with the ability to cast one psionic talent that you know, or the wild talent power. You also permanently reduce your psi reserve maximum by 2 each time you manifest this power to improve a creature this way. This reduction applies to any increased maximum psi reserve you attain for gaining a level, and it can only be reversed with reality revision or wish.
2nd-level telepathy
Augmenting: mind thrust
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You briefly pause the higher brain functions of one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 2d12 psychic damage and is incapacitated until the end of your next turn, or until it takes any further damage. While incapacitated, its speed is halved.
2nd-level telepathy
Augmenting: mind thrust
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You briefly pause the higher brain functions of one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 2d12 psychic damage and is incapacitated until the end of your next turn, or until it takes any further damage. While incapacitated, its speed is halved.
4th-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: Instantaneous
You touch a creature that has recently died and jumpstart its body’s vital processes. The target creature must have died within the last minute, or this augment fails. The creature returns to life at 0 hit points but is stable. You cannot return to life a creature that has died of old age, nor can you restore a creature missing any essential body parts.
2nd-level psychokinesis
Augmenting: wild talent
Psi Cost: 4 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You seize an object with your mind and move it at your psychic command. Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and it can weigh no more than 50 lbs.
While you concentrate, you may use your action to move the object up to 60 feet. You must keep the object within sight during this movement. If your concentration ends while the object is in the air, it falls.
You may also use your action to end your concentration early and launch the object at a creature you can see within range. The target must succeed on a Dexterity saving throw or take 3d8 bludgeoning, piercing, or slashing damage (as appropriate to the item, chosen by the DM) on a failed save, or half as much on a successful one.
Intensify. When you spend extra psi points to manifest this augment, for every 2 additional psi points spent beyond the minimum cost, the damage increases by 2d8, and the maximum weight of the object doubles (6 total psi points for 100 lbs., 8 total psi points for 200 lbs., etc.).
2nd-level psychokinesis
Augmenting: wild talent
Psi Cost: 4 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You seize an object with your mind and move it at your psychic command. Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and it can weigh no more than 50 lbs.
While you concentrate, you may use your action to move the object up to 60 feet. You must keep the object within sight during this movement. If your concentration ends while the object is in the air, it falls.
You may also use your action to end your concentration early and launch the object at a creature you can see within range. The target must succeed on a Dexterity saving throw or take 3d8 bludgeoning, piercing, or slashing damage (as appropriate to the item, chosen by the DM) on a failed save, or half as much on a successful one.
Intensify. When you spend extra psi points to manifest this augment, for every 2 additional psi points spent beyond the minimum cost, the damage increases by 2d8, and the maximum weight of the object doubles (6 total psi points for 100 lbs., 8 total psi points for 200 lbs., etc.).
2nd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self
Components: A, O
Duration: Instantaneous
You channel your psychic potential to improve yourself. Choose an ability score. Until the end of your next turn, you gain a +5 bonus to all ability checks using the chosen ability score.
6th-level clairsentience
Augmenting: aura beacon
Psi Cost: 11 psi points
Manifesting Time: 16 hours
Range: Touch
Components: None
Duration: Instantaneous
You guide a creature you touch through mediation to psychically reorganize its memories and past experiences, following different pathways of causality. The target creature must concentrate (as if concentrating on a power), and you must remain in contact with it for the entire manifesting time, or you fail to manifest this augment.
When you manifest this augment, the target creature can choose to do any of the following:
Lose proficiency in one of its skills and gain proficiency in another.
Lose proficiency in one tool it is proficient with and gain proficiency in another.
Forget one language it knows and learn another.
Change any decisions it made for any Ability Score Improvement class feature it previously gained, including the decision to take
a feat it meets the prerequisites for, if applicable.
Forget a spell or augment known and choose a different one of the same level.
The target can choose to do any of the above effects any number of times, however each time an effect is chosen, the maximum hit point total of both you and the target are reduced by 2. This reduction lasts for each creature respectively until it gains a level, and cannot be removed with greater restoration, revitalization, psychic chirurgery, or similar magic.
8th-level telepathy
Augmenting: psychic static
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A, O
Duration: Instantaneous
You feed on the psyche of a creature that you can see within range, gaining power by draining its mental faculties. The target must succeed on a Charisma saving throw or its Intelligence and Charisma scores become 1. You increase your current and maximum hit points by 1 for every point of Intelligence or Charisma the target creature lost. This increase lasts until you finish a long rest.
If the target fails its saving throw, it can’t cast spells, manifest powers, activate magic items, understand language, or communicate in any intelligent way. It can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power’s effects end.
This power’s effect on a target can also be ended by greater restoration, heal, psychic chirurgery, wish, reality revision, or an intensified revitalization.
1st-level psychokinesis
Augmenting: mindblade
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
When you deal damage with your mindblade, you may manifest this power as a reaction to increase the damage your mindblade would deal by 2d8 and change all of its damage to psychic damage.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by an extra 1d8 for every 2 additional psi points spent beyond the minimum cost. You cannot intensify this power with more than 8 extra psi points.
5th-level clairsentience
Augmenting: sixth sense
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: A, O
Duration: Concentration, up to 1 hour
As you concentrate, you become sensitive to the psychic impressions left by historical events in the area. Normal everyday occurrences do not leave impressions strong enough to sense, rather you perceive events with strong emotional resonances, such as battles, weddings, murders, and births.
You perceive these events as if you were an unnoticed bystander anywhere in the area, witnessing them as they happened. Your “vision” of the event is lightly obscured, as if by dim light or mist, but otherwise you view the event as though with truesight, detecting invisible creatures and sensing the apparent and true form of magically disguised creatures. Additionally, you identify the primary emotion left by the event, such as terror, joy, or anger. You can perceive events only within the limits of the area; your historical “vision” is completely obscured beyond this power’s radius.
Your concentration ends early if you move from your space. For every full 10 minutes that you concentrate, you perceive one historical event strong enough to leave psychic impressions, starting with the most recent and then going backwards in time. You can sense historical events as far back as 500 years, assuming your concentration lasts long enough to do so.
2nd-level clairsentience
Augmenting: sixth sense
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: Concentration, up to 10 minutes
You read the aura of one object you touch while you concentrate. If you maintain contact with the object for the complete duration, you learn a fact about the object. Choose from one of the options below:
The race, gender, age, and alignment of the last owner of the object (a creature in personal possession of the object for more than 7 days).
A vision of the last time the object was touched by someone other than you or creatures you can see. The vision is from the perspective of the object, as if it could see as well as a human, in any direction you choose, and lasts for 10 minutes, at the end of which the item was let go.
Whether the item is magical or not and, if it is, all of its magical properties, as if you cast identify on it.
4th-level telepathy
Augmenting: psychic static
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: 1 minute
You sharpen your telepathic field into a sensory feedback loop, causing creatures in the area to believe they feel the pain that they inflict on you. For the duration, whenever a creature in the area deals damage to you, it automatically takes 7 psychic damage, ignoring all resistances and immunities to psychic damage the creature might have. A creature that suffers this damage believes it to be of the same type they inflicted on you.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1 for each additional psi point spent beyond the minimum cost.
1st-level telepathy
Augmenting: blind spot
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: None
Duration: Concentration, up to 1 minute
You cause one creature you can see within range to believe its sight has become impaired. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage and is blinded to everything more than 10 feet from it until your concentration on this augment ends. On a successful save, it takes half as much damage and its vision is not affected.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for each additional psi point spent beyond the minimum cost.
1st-level psychokinesis
Augmenting: energy ray
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 120 feet
Components: O
Duration: Concentration, up to 1 minute
You fix your gaze on one creature or object you can see within range and cause it to burst into flames. The target must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch fire.
Intensify. When you spend extra psi points to manifest this augment, the initial damage increases by 1d10 for each additional psi point spent beyond the minimum cost.
2nd-level psychokinesis
Augmenting: energy ray
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
You excite and compress the air into a superheated point within range, until it explodes like a miniature sun. Each creature in a 10- foot-radius sphere centered on that point must make a Constitution saving throw, taking 4d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful save with no other effects.
1st-level psychometabolism
Augmenting: verve
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
You rapidly but briefly increase your mobility and reflexes. Until the end of your current turn, all movement speeds you have increase by 10 feet, and you don’t provoke opportunity attacks.
Intensify. When you spend extra psi points to manifest this augment, until the end of your current turn, your movement speeds increase by an additional 10 feet for each additional psi point spent.
2nd-level telepathy
Augmenting: mindlink
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self (500-foot radius)
Components: None
Duration: Concentration, up to 1 minute
When you manifest this augment, and as your action on each turn until your concentration ends, you can focus your mind on one creature you are telepathically communicating with.
When you initially begin to focus on a creature, you initially learn its surface thoughts—what is most on its mind in that moment. As an action, you can attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, this power ends. Either way, the target knows that you are probing into its mind.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.
2nd-level telepathy
Augmenting: mindlink
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self (500-foot radius)
Components: None
Duration: Concentration, up to 1 minute
When you manifest this augment, and as your action on each turn until your concentration ends, you can focus your mind on one creature you are telepathically communicating with.
When you initially begin to focus on a creature, you initially learn its surface thoughts—what is most on its mind in that moment. As an action, you can attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, this power ends. Either way, the target knows that you are probing into its mind.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.
9th-level metacreativity
Augmenting: aura beacon
Psi Cost: 18 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Instantaneous
The power to reshape reality as one desires is the mightiest power a mortal being can possess. When you manifest this power, a visible ripple in space and time propagates out from you, and, in its wake, the world is revised to your liking.
The basic use of this power is to duplicate any other power or spell of 8th level or lower. If you duplicate a psionic augment, you do not need to be focusing on the augment’s appropriate psionic talent, and any other requirements of the augment simply appear. You need not provide any costly material components to duplicate a spell either; the spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the revitalization power (including its intensified effects).
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single power, spell, or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a kalaraq quori’s Focused Mind Seed attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a reality revision power could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your desired revision of reality to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the revision, the greater the likelihood that something goes wrong. The revision might simply fail to take hold, the effect you desire might only be partially achieved, or you might suffer some undesirable outcome as the result of a runaway butterfly effect you failed to anticipate. For example, altering reality with the desire that all Inspired be wiped from the world might propel you centuries forward in time to a period after the age of Dal Quor has turned and destroyed all the quori—effectively removing you from the game. Similarly, revising reality such that you are in the possession of a legendary magic item might pull you to the location of the item’s current owner, rather than transporting the item to you.
The stress of manifesting this power to produce any effect other than duplicating another power or spell taxes you mentally and physically. After enduring that stress, each time you manifest a power or cast a spell until you finish a long rest, you take 1d10 psychic damage per level of that magical effect. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that the psi points you spent to manifest reality revision are permanently burned, reducing your maximum psi reserve by 18 points. This reduction cannot be reversed by mortal means, even with a wish spell or another reality revision, and it applies to any increased maximum psi reserve you attain for gaining a level.
4th-level psychometabolism
Augmenting: wild talent
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: Concentration, up to 1 minute
You unlock the potential in yourself or a creature you touch. The target gains 30 temporary hit points. In addition, for the duration of this power, whenever the target makes an ability check, attack roll, or a saving throw, the target can roll a d6 and add the number rolled to the ability check, attack roll, or saving throw. Any remaining temporary hit points granted by this power disappear when your concentration ends.
5th-level clairsentience
Augmenting: sixth sense
Psi Cost: 9 psi points
Manifesting Time: 10 minutes
Range: Self
Components: O
Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Charisma saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're manifesting this power, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection
Likeness or picture _2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this power against it again for 24 hours.
On a failed save, you create an invisible projection of yourself within 10 feet of the target. You can see and hear through the projection as if it were your body. The projection moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible creatures sees the projection as an indistinct, translucent humanoid unrecognizable as you. Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the projection appears at that location and doesn't move.
3rd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Touch
Components: O
Duration: Instantaneous
You touch one creature and restore vigor to it. Remove one of the following conditions from the touched creature: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
Intensify. If you spend 6 additional psi points beyond this augment’s minimum cost, you manifest it as a 6th-level power, and the list of conditions you can remove from the touched creature expands to include the following: all reductions to one of its ability scores, an effect that reduces its hit point maximum, one level of exhaustion, or any other effect specifically noted as removable with the greater restoration spell.
3rd-level metacreativity
Augmenting: mindblade
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (15-foot radius)
Components: O
Duration: Concentration, up to 10 minutes
You create dozens of floating duplicates of your mindblade and send them whizzing about you in a ring. The ring of blades is 10 feet high and can have a radius up to 15 feet (5 feet minimum). The ring moves with you, remaining centered on you.
Whenever a creature enters the ring’s space for the first time on a turn or starts its turn there, you may choose for it to be affected by the blades. If it is so affected, the creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 damage of the damage type your mindblade currently deals. On a successful save, the creature takes half as much damage.
As a bonus action on your turn, you may contract or expand the ring’s radius to be anywhere within the above limits. Moving the ring this way onto a creature does not damage it until it starts its turn in the ring’s space, as above.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for every 2 additional psi points spent beyond the minimum cost.
2nd-level telepathy
Augmenting: psychic static
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You alter your telepathic field to emanate waves of rage and bloodlust. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. You can only voluntarily end your concentration on this power if you begin concentrating on another effect; your instilled bloodlust is too strong to deny on a mere whim.
1st-level clairsentience
Augmenting: sixth sense
Psi Cost: 1 psi point
Manifesting Time: 10 minutes
Range: Self
Components: A
Duration: 1 hour
You meditate deeply and contemplate on knowledge you seek, pulling the information from the collective unconscious. For the duration, you gain proficiency in one of the following skills: Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, or Survival.
Intensify. When you spend extra psi points to manifest this augment, you may choose one additional skill to gain proficiency in for every 2 additional psi points spent beyond the minimum cost.
3rd-level clairsentience
Augmenting: wild talent
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 200 feet
Components: A
Duration: Concentration, up to 1 hour
You link your senses of sight and hearing to one willing creature you can see within range. While you concentrate, you can see through the target’s eyes and hear what it hears, gaining the benefits of any special senses that the target might have. During this time, you are deaf and blind with regard to your own senses.
As an action, and if the target is willing, you can reverse this link so the target sees through your eyes and hears what you hear.
Intensify. If you spend 4 extra psi points beyond the minimum cost to manifest this augment, you manifest this augment as a 5th level power, and the target of the power does not need to be willing, either for the initial manifestation or the reversing of its effects as an action. If the target is not willing, it must make a Wisdom saving throw. On a success, the power fails. On a failure, the unwilling target is affected, but may repeat the saving throw at the end of each of its turns for the duration of the power, ending it on a success.
3rd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You forcefully attune the vital rhythm of a creature you can see within range to match your own. The target must succeed on a Constitution saving throw, or you become linked for as long as you concentrate. A creature may choose to fail this saving throw if it wishes. At the end of each of its turns, the target may choose to make another Constitution saving throw, ending the link on a success.
While linked, you and the target have resistance to all damage, and each time you or the creature takes damage, the other linked creature takes the same amount of damage.
The link ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if this power or the warding bond spell is placed on either of the linked creatures. You may also end the link as an action.
If you target a creature currently affected by warding bond with this power and they fail their saving throw, the warding bond spell ends on that creature.
3rd-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (50-foot radius)
Components: A
Duration: Instantaneous
From your brow, a wave of attenuated force bursts out and disrupts all magic in range that veils sight. The duration of a magical effect that renders a creature invisible ends on a creature if that creature fails a Dexterity saving throw and if that magic effect is of an equal or lower level than this power.
Any creature that is invisible due to an effect that does not have a level (including creatures with natural invisibility such as the invisible stalker) and fails its saving throw is instead briefly revealed as a dim outline, which removes its invisibility until the end of your next turn.
6th-level psychokinesis
Augmenting: mind thrust
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: 1 minute
You touch a creature and attempt to annihilate any and all defenses against mental and psionic effects it may have. The target must succeed on a Charisma saving throw or be affected by this power.
Any temporary magical effect on an affected creature that grants it resistance or immunity to psychic damage, advantage against or immunity to being charmed or frightened, or immunity to enchantment, telepathy, divination, or clairsentience effects, ends early (including mind blank, veiled psyche, and similar effects).
If the affected creature is benefiting from a permanent trait, feature, or magical effect that grants resistance or immunity to psychic damage or advantage against or immunity to being charmed or frightened (such as an elf or kalashtar’s racial traits, a paladin’s Aura of Courage feature, or a ring of mind shielding), those defenses cease to function for 1 minute. At the end of each of its turns, a creature whose permanent defenses are being suppressed in this way can repeat the saving throw, ending the effect on itself on a success.
5th-level telepathy
Augmenting: imbue psicrystal
Psi Cost: 9 psi points
Manifesting Time: 1 reaction
Range: Touch
Components: None
Duration: Until dispelled
When you manifest this power, your psicrystal takes over focus for the imbue psicrystal power, allowing you to begin focusing on another psionic talent without ending the duration of imbue psicrystal. Additionally, if you begin concentrating on any other power, spell, or feature within 1 minute after manifesting this augment, you may use your reaction to transfer your concentration on that effect to your psicrystal. Once your psicrystal begins concentrating on this other effect, this power ends if the psicrystal loses concentration.
Until your psicrystal’s focus and/or concentration ends, it cannot take any actions or reactions except those specified in the effect it is concentrating on, and you cannot manifest any other powers that augment imbue psicrystal. While your psicrystal concentrates, your psicrystal must make a DC 10 Constitution saving throw at the end of each of its turns, ending this power and its concentration on a failure.
2nd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Instantaneous
You unleash a pulse of soothing vigor. Choose up to 3 creatures you can see within range. Each target gains 9 temporary hit points.
Intensify. When you spend extra psi points to manifest this augment, the number of temporary hit points targets gain from this augment increases by 3 for each additional psi point spent beyond the minimum cost.
8th-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 15 psi points
Manifesting Time: 1 hour
Range: Touch
Components: None
Duration: Instantaneous
You imprint within your psicrystal a metacreative seed of a duplicate of yourself. The seed must germinate for 120 days before it is viable.
If your seed germinates for the full 120 days and becomes viable, it remains dormant and tethered to your soul. At any time after the seed becomes viable, if you die, the crystal housing your seed shatters and is permanently destroyed as the seed blooms into a metacreative duplicate of your body in its prime. Your soul then enters the duplicate body, provided your soul is free and you are willing to return to life. Your duplicated body is identical to your original one, except for its possible younger age, and has the same personality, memories, and abilities, but none of your original body’s equipment. Your original body’s remains, if they still exist, become inert and can’t thereafter be restored to life, since your soul is elsewhere.
The metacreative seed, whether currently germinating or in a dormant, viable state, evaporates and is destroyed if the crystal you use as a material component for imbue psicrystal spends more than 12 consecutive hours as a mundane crystal, or if it is permanently destroyed.
5th-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: A, O
Duration: Concentration, up to 10 minutes
You draw a significant quantity of ectoplasm from a plane of thoughts and create a roiling, tangible mist of turbulent psychic energy with it. The mist fills an area consisting of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. On your turn, you can direct any or all cubes of the mist’s area to move up to 20 feet in any direction, but they must still be adjacent to one another during and after this movement. The mist lasts for the duration, or until strong wind disperses it, ending the power.
The mist can occupy the same space as other creatures and objects, and its area is heavily obscured. When a creature enters the mist’s area for the first time on a turn or starts its turn there, it takes 9 psychic damage from the mist’s psychic turbulence. A creature in the area must succeed on a DC 15 Constitution saving throw to cast spells or manifest powers. On a failure, the casting or manifesting time is wasted, but spell slots or psi points are not.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1 for each additional psi point spent beyond the minimum cost. For every 2 additional psi points you spend, the mist’s area increases by one 10-foot cube.
4th-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: A, O
Duration: Concentration, up to 1 hour
You pull matter from a plane of thoughts and create a shell of solid ectoplasm around a Medium or smaller creature you can see within range. The target is encased in the shell if they fail a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. The shell lasts until your concentration ends and protects the target from harm while it is trapped inside, providing it total cover from all attacks and effects originating outside of the shell. The target is visible only as a vague shadow within the shell, obscuring line of sight to the creature. The shell has AC 18 and 20 hit points, and weighs as much as the creature trapped inside.
While inside the shell, the target can breathe but can’t move or speak, and it can take only take actions that do not require physical movement (such as casting a spell with no verbal or somatic components, or manifesting a psionic power). Teleportation effects can be used to escape the shell, but the ectoplasmic matter of the shell extends into the Ethereal Plane and blocks ethereal travel.
A target that is trapped in a shell while flying falls immediately, but the shell protects it from falling damage. The ectoplasmic shell is buoyant, and floats to the surface if it encases a creature underwater.
When the power ends, the ectoplasmic shell evaporates.
Intensify. If you spend 8 additional psi points beyond the minimum cost to manifest this augment, you manifest it as an 8th- level power, and it potentially traps all creatures regardless of size fully within a 20-foot-radius sphere centered on a point you choose within range (provided they fail their saving throws). Each creature is trapped in an individual shell, and the shells created have AC 20 and 50 hit points.
1st-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A, O
Duration: Concentration, up to 10 minutes
You pull ectoplasm from a plane of thoughts and create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area, and reaches upward 20 feet.
When the augment ends, the ectoplasmic staircase evaporates.
Intensify. When you spend extra psi points to manifest this augment, the staircase increases in height by up to 20 feet for each additional psi point spent beyond the minimum cost.
1st-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A, O
Duration: Concentration, up to 10 minutes
You pull matter from a plane of thoughts and create a wall of cloudy ectoplasm that lasts until your concentration ends. The wall is 60 feet long, 15 feet high, and 1 foot thick. At least one 10-foot section of the wall must be within range when you create it. Creatures can pass through the wall without hindrance, but the wall blocks vision.
When the power ends, the ectoplasmic wall evaporates.
Intensify. If you spend 2 additional psi points beyond the minimum cost to manifest this augment, you fortify the wall with more ectoplasm on creation, making it solid. Creatures cannot pass through the solid version of the wall. Each 5-foot wide section of this wall has AC 12 and 10 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact until your concentration ends.
2nd-level metacreativity
Augmenting: ectoplasmic object
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: A, O
Duration: Concentration, up to 1 minute
You pull ectoplasmic matter from a plane of thoughts and form it into a 20-foot square area of sticky, psychoactive webbing starting from a point within range. For the duration, the web turns the ground in the area into difficult terrain.
A creature in the area when you manifest this augment must succeed on a Dexterity saving throw or be restrained by the web until the augment ends. A creature restrained by the web can use its action to make a Strength check against your power save DC. On a success, it frees itself. Regardless of success or failure, however, the creature’s struggles activate the web’s psychoactive strands, causing them to constrict. The creature attempting to escape takes 2d4 bludgeoning damage, plus another 2d4 bludgeoning damage for each previous failed attempt to escape the web (2d4 for the first failure, 4d4 for the second, 6d4 for the third, etc.).
When the augment ends, the ectoplasmic web evaporates.
1st-level psychometabolism
Augmenting: verve
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self (15-foot cone)
Components: A
Duration: Instantaneous
You briefly but exponentially increase the density of your body and stomp the ground, sending out a shockwave that sweeps from you along the ground in a 15-foot cone. Each creature standing on the ground in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for every 2 additional psi points spent beyond the minimum cost.
1st-level clairsentience
Augmenting: wild talent
Psi Cost: 1 psi points
Manifesting Time: 1 reaction
Range: Self
Components: None
Duration: Instantaneous
When you fail an Intelligence check to recall any sort of lore (such as the kind covered by the Arcana, Religion, or Nature skill), you may manifest this power to reroll the ability check with advantage.
3rd-level psychoportation
Augmenting: speed of thought
Psi Cost: 5 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
When you are hit by an attack, you manifest this augment to suddenly teleport out of the way of danger. The triggering attack misses you, and you teleport up to 10 feet to an unoccupied space you can see.
7th-level psychometabolism
Augmenting: verve
Psi Cost: 13 psi points
Manifesting Time: 1 action
Range: Self
Components: A
Duration: Until dispelled or dismissed
You descend into a meditative trance so deep your body enters suspended animation. While in this trance you are paralyzed, but are resistant to all damage and immune to poison and disease (although a poison or disease already in your system is suspended, not neutralized), and you cease to age. Additionally, while you meditate, divination and clairsentience effects do not recognize that you exist, and are unable to target you.
For the duration of this power, you are aware of your surroundings, but perceive time differently. Events rapidly progress around you, such that every actual year passing feels like a day to you. This makes it next to impossible to communicate with you, even telepathically, without extraordinary measures.
If you attempt to rouse yourself from your mediation and dismiss this power, it takes you 1 minute to do so. If you have taken damage, you can attempt to instantly rouse yourself by making a Constitution saving throw against your own power save DC. On a success, you dismiss this power at the end of your next turn after having taken damage. On a failure, you remain in your meditative trance.
If your verve talent is dispelled, you rouse instantly but are dazed until the end of your next turn. While dazed, you have disadvantage on all attack rolls, ability checks, and Strength and Dexterity saving throws, and your speed is halved.
1st-level psychokinesis
Augmenting: energy ray
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self (15-foot cone)
Components: A, O
Duration: Concentration, up to 1 minute
Visible arcs of synaptic lightning extend from your brow to strike creatures before you. Each creature in a 15-foot cone must make a Dexterity saving throw, and if the target is wearing heavy armor it makes the save with disadvantage. On a failed save, a creature takes 1d10 lightning damage, and it has disadvantage on ability checks and ranged attacks until your concentration ends. On a successful save, a creature takes half as much damage and doesn’t suffer any further effects.
A target suffering the effects of failed saving throw can repeat the saving throw at the end of each of its turns, ending this power’s effects on itself on a success.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d10 for every 2 additional psi points spent beyond the minimum cost.
3rd-level psychokinesis
Augmenting: energy ray
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (60-foot line)
Components: A, O
Duration: Instantaneous
You cause yourself to sublimate into pure synaptic lightning and shoot forth in a line that is 60 feet long and 5 feet wide. Each creature in the line besides yourself must make a Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space touched by the end of the line opposite from the space you occupied when you manifested this power.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
5th-level psychokinesis
Augmenting: energy ray
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: A, O
Duration: Instantaneous
You overload the brain of one creature you can see within range and cause bolts of synaptic lightning to coruscate from it to 2 other creatures in range, each of which must be within 30 feet of the first target. The first target must have an Intelligence score of 4 or higher, or the power fails. All targets must make a Constitution saving throw. On a failure, a target takes 6d8 lightning damage and is stunned until the end of its next turn. On a successful save, the target takes half as much damage and is not stunned.
1st-level clairsentience
Augmenting: true shot
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 round
You hone your vision in on one creature within range, and link your sight with that of your allies. Until the start of your next turn, your allies have advantage on attack rolls against the target creature.
3rd-level psychoportation
Augmenting: inertial transference
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: A
Duration: Concentration, up to 1 minute
You create an aura of coordination and tactical potential. Until your concentration ends, any ally within range can use a bonus action on their turn to take the Dash or Disengage action, or they may roll a d4 and add the result to each attack roll they make that turn.
2nd-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 3 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 minute
You seize a creature you can see within range and hold it fast with telekinetic force. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend additional psi points to gain a +1 bonus per psi point spent on your check.
While a target is grappled in this manner, you can create one of the following effects as an action, spending the indicated number of additional psi points (obeying your psi limit each time you create an effect):
Crush (1 - 18 psi). The target takes 1d6 bludgeoning damage per psi point spent.
Move (1 - 18 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.
1st-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self (30-foot line)
Components: O
Duration: Instantaneous
You form a battering ram of pure kinetic force and send it plowing away from you in a line 30 feet long and 5 feet wide. Each creature in the area must make a Strength saving throw, taking 1d6 force damage and being knocked prone on a failed save, or half as much damage on a successful one.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for every 2 additional psi points spent beyond the minimum cost.
5th-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A, O
Duration: Concentration, up to 1 minute
You telekinetically seize a creature you can see in range and force its limbs to move with brute mental force. The target must succeed on a Strength saving throw, or you gain control of it, allowing you to decide its movement and actions on its turns while you concentrate.
Due to your crude method of control, the target’s speed is halved for its turn and, if you force it to take any action that requires an ability check or attack roll, the target has disadvantage on the check or roll. You cannot force the target to start or stop breathing, or force it to speak, cast spells, or take purely mental actions such as manifesting psionic powers.
At the end of each of its turns, the target can make another Strength saving throw. On a success, your control of the target’s body ends.
1st-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: Self (30-foot line)
Components: O
Duration: Instantaneous
You blast one creature you can see within range away from you with a psychic thrust. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage and is pushed 5 feet in a straight line away from you. On a successful save, it takes half as much damage and is not moved.
Intensify. When you spend extra psi points to manifest this augment, for each additional psi point spent beyond the minimum cost the damage increases by 1d8 and the distance the target is pushed increases by 5 feet.
4th-level psychokinesis
Augmenting: psychic hammer
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self (40-foot cone)
Components: O
Duration: Instantaneous
You send forth visible waves of crushing telekinetic force from your brow, extending out into this augment’s area. Each creature in the area must make a Constitution saving throw, taking 7d8 force damage on a failed save, or half as much damage on a successful one. Creatures who fail their save are also pushed 10 feet directly away from you.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for every 2 additional psi points spent beyond the minimum cost.
1st-level telepathy
Augmenting: mindlink
Psi Cost: 1 psi point
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
Your eyes flare in a moment of concentrated, telepathic anger, as you lash out at one creature you are telepathically communicating with. The target must make a Charisma saving throw. On a failed save, it takes 1d10 psychic damage and suffers disadvantage on its next Intelligence, Wisdom, or Charisma saving throw before the end of your next turn. On a successful save, it takes half as much damage, and does not suffer disadvantage from this augment.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d10 for each additional psi point spent beyond the minimum cost.
5th-level telepathy
Augmenting: mind thrust
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: A
Duration: Instantaneous
You generate a crushing telepathic presence in a 20-foot cube within range. Each creature in that area must make a Charisma saving throw. On a failed save, a target takes 7d8 psychic damage, is incapacitated, and has their speed halved until the end of your next turn. On a successful save, the target takes half as much damage and suffers no further effects.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d8 for each additional psi point spent.
9th-level psychoportation
Augmenting: mystic displacement
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Instantaneous
You transport yourself backwards in time. The process of regressing yourself to an earlier point in time is exceedingly difficult and dangerous. If you are not in combat, you can attempt to travel backwards in time up to 8 hours, but if you manifest this power while in combat, you can only attempt to regress time back to the point at which you rolled for initiative at the start of the current combat. You must succeed on a psionic ability check against your own power save DC to successfully travel in time with this power. On a failure, you remain in the present moment, take
10d6 force damage that cannot be mitigated in any way, and the psi points you spent to manifest temporal regression are permanently burned, reducing your maximum psi reserve by 17 points. This reduction cannot be reversed by mortal means, even with a wish spell or the reality revision power and it applies to any increased maximum psi reserve you attain for gaining a level.
When you travel back in time, only you retain knowledge of the future in which you lived, but small variances in random variables can produce different outcomes to the ones you might expect (for example, a game of chance or sporting event you witnessed the first time around might not result in the exact same outcome you first witnessed). The DM has the final call on the state of the world and the creatures in it after you manifest this power.
Likewise, a combat that you return to the beginning of may have wildly different results, necessitating that the entire encounter be replayed.
8th-level psychoportation
Augmenting: mystic displacement
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Instantaneous
Your condition returns to what it was at the end of your previous turn, minus the psi cost of manifesting this power. You must maintain an accurate record of your hit points, psi points, uses remaining of features, and other pertinent information regarding your overall condition for the point to which you return. If you do not have an accurate record of such information, the power fails. This power only returns your inherent features to their previous state, it has no effect on your equipment, including magic items.
3rd-level psychoportation
Augmenting: mystic displacement
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Touch
Components: O
Duration: Concentration, up to 1 minute
You attempt to propel one creature you touch up to a minute in the future. The target must succeed on a Charisma saving throw, or be shunted forward in time one minute, disappearing for the duration of this power. When this power ends, the target reappears in the space it was occupying when shunted or in the nearest unoccupied space if that space is occupied. A shunted target perceives no personal time passing between the moment it was shunted and when it reappears.
Intensify. For every 2 additional psi points spent when you manifest this augment, the power’s range increases by 10 feet and you may target one additional creature in range.
3rd-level clairsentience
Augmenting: sixth sense
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Touch
Components: O
Duration: Concentration, up to 1 minute
You partially open your third eye, or the third eye of a willing creature you touch, granting the target a mystic sense that allows it to perceive what would not normally be possible. Until your concentration ends, the target can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
Intensify. If you spend 2 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 4th level power, and you open the target creature’s third eye even wider, granting them this augment’s normal effects and allowing them to see through objects that are up to 1 foot thick within 30 feet of them.
If you spend a total of 4 additional psi point when manifesting this augment beyond its minimum cost, you manifest it as a 5th level power, opening the creature’s third eye completely, granting them this augment’s 3rd and 4th-level effects, plus truesight with a range of 30 feet for the duration of the power.
4th-level clairsentience
Augmenting: sixth sense
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Concentration, up to 1 hour
You create a psychic projection within 60 feet of you, hovering in the air. The projection lasts for as long as you concentrate and is invisible. It has normal vision and darkvision with a range of 60 feet and can look in all directions, and you mentally receive visual information from it. As an action, you can move the projection up to 30 feet in any direction. There is no limit to how far away from you the projection can move, but it can’t enter another plane of existence. A solid barrier blocks the projection’s movement, but it can pass through an opening as small as 1 inch in diameter.
Intensify. If you spend 1 additional psi point beyond the minimum cost, the projection you create can move through solid objects, but can’t end its movement in one. If it does so, the power immediately ends.
2nd-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Concentration, up to 1 minute
You gain 10 temporary hit points and you become Large until your concentration ends, if you’re not already Large or larger. Additionally, while you concentrate, your reach increases by 5 feet and your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit.
Intensify. If you spend 6 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 5th- level power, you gain an additional 30 temporary hit points, and you become Huge until your concentration ends, if you’re not already Huge or larger. While you are Huge, this augment’s bonus damage to melee weapon attacks increases to 2d6 extra bludgeoning damage, and your reach increases by 10 feet instead of 5.
2nd-level clairsentience
Augmenting: wild talent
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: Concentration, up to 1 minute
You or a willing creature you touch gain the ability to perceive even the most minute of vibrations through tactile senses. For the duration, the target creature gains tremorsense with a radius of 30 feet.
5th-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 9 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Concentration, up to 1 minute
You dig deep into the primal healing capabilities of your evolutionary antecedents and rapidly accelerate cell growth and regeneration. Until your concentration ends, you regain 15 hit points at the start of each of your turns.
4th-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 7 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: 1 hour
You psionically alter your venom into a magically potent form. For the duration, whenever you would deal poison or acid damage with primal metabolism or a power that augments primal metabolism, your poison or acid damage ignores any resistance to poison or acid damage affected creatures might have, and creatures with immunity to poison or acid damage take half damage from your poison or acid damage (instead of none).
Intensify. If you spend 2 additional psi points when manifesting this augment beyond its minimum cost, you manifest it as a 5th- level power, and any creature affected by a power you manifest that augments primal metabolism does not benefit from immunity to the poisoned condition if that power poisons them.
1st-level telepathy
Augmenting: blind spot
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Concentration, up to 1 minute
You invert the sensory principle behind your blind spot talent and fixate the attention of a creature you can see within range solely on yourself. The target must make an Intelligence saving throw. On a failed save, the creature is so thoroughly distracted by your presence that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you, or if it takes damage.
5th-level psychokinesis
Augmenting: energy ray
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You create a shockwave of incredibly loud sound that extends out in a 20-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes 6d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage and is not stunned.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
2nd-level psychokinesis
Augmenting: energy ray
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Self (60-foot line)
Components: A, O
Duration: Concentration, up to 1 minute
A line of intense, high-pitched sound 60 feet long and 5 feet wide blasts from you in a direction you choose for the power’s duration.
When a creature enters the line for the first time on its turn or starts its turn there, it must make a Constitution saving throw, taking 2d10 thunder damage on a failed save, or half as much on a successful one.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
As a bonus action on each of your turns while you concentrate, you can change the direction in which the line blasts from you.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d10 for every 2 additional psi points spent beyond the minimum cost.
1st-level clairsentience
Augmenting: wild talent
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Touch
Components: O
Duration: 1 hour
You grant yourself or a willing creature you touch the ability to see in the dark. For the duration, the target has darkvision out to a range of 60 feet.
2nd-level telepathy
Augmenting: psychic static
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Concentration, up to 1 hour
You alter your telepathic field to emanate waves of disquiet and repulsion. Until your concentration ends, any creature you choose within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves towards you. A creature ignores this effect if it cannot be frightened.
1st-level psychoportation
Augmenting: inertial transference
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: A
Duration: Instantaneous
You impart an impulse of aggression in up to three allies you can see within range. Each of those allies can immediately use their reaction to move up to their speed in a straight line toward their nearest enemy.
1st-level psychoportation
Augmenting: inertial transference
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: A
Duration: Instantaneous
You impart an impulse of potential energy in up to 5 allies you can see within range. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
2nd-level psychoportation
Augmenting: inertial transference
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: 30 feet
Components: A
Duration: Instantaneous
You impart an impulse of potential violence in one ally you can see within range. That ally can use their reaction to immediately take the Attack action, attacking as though it were their turn. You choose the targets of the ally’s attacks.
Intensify. When you spend extra psi points to manifest this augment, you may choose one additional ally for every 2 additional psi points spent beyond the minimum cost.
5th-level telepathy
Augmenting: blind spot
Psi Cost: 9 psi points
Manifesting Time: 1 bonus action
Range: Self (500-foot radius)
Components: None
Duration: Concentration, up to 1 minute
You disappear from the perceptions of all creatures within range. You turn invisible and remain so until your concentration ends. While you are concentrating, you cannot be detected by sound or scent, and creatures with extraordinary senses like blindsight or tremorsense can only detect you if their passive Perception is equal to or greater than your power save DC.
7th-level telepathy
Augmenting: blind spot
Psi Cost: 13 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: 24 hours
You completely obscure your mind from outside influences. For the duration, you are immune to psychic damage, effects that would sense your emotions or read your thoughts, divination spells and clairsentience powers, and the charmed condition. This power even foils wish spells, the reality revision power, and spells or effects of similar magnitude used to affect your mind or to gain information about you.
1st-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 2 psi points
Manifesting Time: 1 action
Range: Self (30 feet)
Components: O
Duration: Instantaneous
You alter your glands to turn your saliva into a potent venom, and spit it at one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 2d6 poison damage and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.
Intensify. When you spend extra psi points to manifest this augment, the damage increases by 1d6 for each additional psi point spent beyond the minimum cost.
1st-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 1 psi point
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Instantaneous
When a creature within range you can see fails a death saving throw, you project a beam of bright light from the center of your chest out to the target creature, healing it before it suffers the results of the failed death save. It regains a number of hit points equal to 5 + your psionic ability modifier.
Intensify. When you spend extra psi points to manifest this augment, the amount of hit points the target creature regains increases by 5 hit points for each additional psi point spent beyond the minimum cost.
2nd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 3 psi points
Manifesting Time: 1 action
Range: Touch
Components: O
Duration: Instantaneous
You touch one creature and transfer your vitality to it, while accepting its pain in return. You take 2d4 necrotic damage that cannot be mitigated in any way, and the target creature regains a number of hit points equal to 10 + your psionic ability modifier.
Intensify. When you spend extra psi points to manifest this augment, for each additional psi point spent, the number of hit points the target creature regains increases by 5 and the damage you take increases by 1d4.
5th-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: Self (60-foot radius)
Components: O
Duration: Instantaneous
You generate a field of sympathetic transference of life energy. Choose up to six creatures within range. Each target regains hit points equal to 15 + your psionic ability modifier, and you take 1d4 necrotic damage for each creature healed this way. The damage you take cannot be mitigated in any way.
Intensify. When you spend extra psi points to manifest this augment, for each additional psi point spent beyond the minimum cost the amount of hit points every target creature regains increases by 5 and the total damage you take increases by 1d4.
3rd-level clairsentience
Augmenting: sixth sense
Psi Cost: 5 psi points
Manifesting Time: 1 action
Range: Self
Components: A
Duration: 1 hour
You tap into the collective unconscious and gain the ability to understand any spoken or written language for the duration. In addition, for the duration, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.