Many of the creatures of Athas have innate psionic ability, even if they can never approach a psionicist in skill nor learn any additional skills. Many humanoids have experienced events or psionicists that assisted them in unlocking a power.
Non-psionicist player characters may begin play with a random wild talent, but it is not required.
Wild talents may be used once and recharge on a long rest.
Roll 1d20
1. Aura Reading: As an action, you focus on a target within 30 feet that you can see and learn their general social status (e.g. slave, noble).
2. Bioflexibility: As a bonus action, you make your whole body more flexible until the end of your next turn. You gain advantage on escape checks.
3. Cast Missile: As an action, you can launch a piece of ammunition as if it were fired from a weapon (e.g. a bolt as if fired from a crossbow), using your proficiency with such a weapon.
4. Cryokinesis: As an action, your touch extinguishes an unprotected non-magical flame source such as a campfire and if used as an unarmed attack it causes 1d4 of cold damage, in addition to the unarmed strike.
5. Deflect Strike: As a reaction, you psychokinetically redirect an attack on you from a source that you can see, within 30 feet. You gain +2 AC against the attack. You may declare the reaction after determining whether or not the attack would hit.
6. Detect Poison: As an action, you can focus on one creature, object, or 5 foot area within 20 feet that you can see and sense the presence and kind of poison.
7. Hush: As an action, create a 5 foot aura of sound dampening around you that lasts for 1 minute. You gain advantage on any stealth check during this time.
8. Photosynthesis: You can transform light into healing energy for you. If you are immobile and exposed to the sun for at least 1 hour, you are healed 5 HP. This does not affect other detriments that might occur while exposed to the sun.
9. Psionic Draw: As a bonus action, you cause an item on your person (e.g. in a pouch) to telekinetically move into a free hand instead of using an action.
10. Trail of Destruction: As an action, you can determine if defiling has occurred within 100 feet of you within the last 24 hours. Your sight gives you and accurate picture of the level of the most recent spell cast and, if applicable, the defiler aura points of the caster.
11. Truthear: As an action, you gain advantage on Insight checks to determine if someone is lying. Effect lasts for one minute.
12. Wild Leap: As a bonus action, you can increase the distance of your jump by 15 feet or the height of your jump by 10 feet.
13. Body Equilibrium: As a bonus action, you adjust your body's weight so that you can move across semi-solid surfaces such as silt and sand without sinking or impairment for difficult terrain. This effect ceases at the end of your next turn.
14. Far Hearing: As a bonus action, you can focus on a square within 60 feet of you. Until the end of your next turn you can hear as if you occupied that square.
15. Spark: As a bonus action, you create a spark of fire within 5 feet of you that can light tinder and other objects amenable to ignition, like a torch.
16. Thought Projection: As a bonus action, send a mental message of no more than 5 words to a target within 20 feet. The target must be able to understand the language.
17. Pheromone Discharge: As an action, emit a pheromone insect beasts of 1 hit dice or less recognize as friendly. For 1 minute they will take no hostile action towards you unless attacked by any source.
18. Blade Meld: As a bonus action, a one handed melee weapon you hold becomes one with your hand. For the next minute, you cannot let go of the weapon nor can it be forced from your grasp.
19. Light Step: As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any movement if your speed is greater than 0.
20. Beacon: As a bonus action, you cause light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour and you can extinguish it earlier as a bonus action.