For the duration of the power, you can duplicate the weight of an object you can touch. If the object is being wielded, held, or worn by a creature, you must make a melee Psionic attack and on a hit, the weight of the object is doubled.
Additional Dice. For every two additional dice spent, you can increase the multiplier of the weight of the object by one.
You can touch a creature to turn its blood into poison. Make a melee psionic attack that on a hit deals an amount of poison damage equal to two rolls of your Psionic Energy die, and is poisoned for the duration of the power. At the end of each of its turns, the target can make a Constitution saving throw, cleansing its blood on a success. On a failure, it takes an amount of poison damage equal to two rolls of your Psionic Energy die and is not cleansed of the poison.
Additional Dice. For each additional die spent, you can deal one more die of poison damage.
You choose a point you can see within range, a psychic explosion that destroys creatures minds. Each creature in a 10-foot-radiussphere centered on that point must make an Intelligence saving throw. A target takes an amount of psychic damage equal to one roll of a Psionic Energy die and is knocked prone on a failed saving throw.
Additional dice. For every two additional dice spent, you can deal one additional die of psychic damage or enlarge the area if effect an additional 5 feet. Alternatively, you can spend three additional Psionic Energy dice to deal half the damage on a successful saving throw.
Using psionic energy, you manifest the spell sleep, without using any verbal, somatic, and material components.
Additional Dice. For every two additional dice you
spend, you manifest the spell as if you had used a spell slot of one level higher. You can spend up to sixteen additional dice on this power
You create a hardened membrane around a creature you can touch that while translucent, protects it from harm. This membrane grants the target a +1 bonus to AC for the duration of the power.
Additional Dice. For every two additional dice spent, the target gains an additional +1 to their AC up to a maximum of +4.
You create a strong blast of pure telekinetic force that rams through everything in front of you. Each creature in a 100 feet long and 5 feet wide line must make a Dexterity saving throw. On a failure, a creature is pushed back 5 feet, and takes an amount of thunder damage equal to one roll of a Psionic Energy die on a failed save.
Additional Dice. For every two additional dice spent, you can deal one additional die of psychic damage. Alternatively, you can spend three additional Psionic Energy dice to deal half the damage on a successful saving throw
You focus power to increase the muscles or nervous system of a creature. You give a creature you can see within range a +1 bonus to its Strength or Dexterity scores(you choose which when manifesting this power). This also increases its ability score maximum by the same amount for the duration.
Additional Dice. For every additional two Psionic Energy dice spent, the bonus to the chosen score increases by 1 up to a maximum of +4.
You harness latent energy in the air, converting it into electricity to blast creatures around you. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a target takes an amount of lighting damage equal to one roll of a Psionic Energy die.
Additional Dice. For each additional die spent, you can deal one more die of damage or increase the cube by 5 feet
You touch a willing creature, enhancing its vitality, giving it the chance to withstand more grievous injuries than before. The creature's hit point maximum increases by one roll of a Psionic Energy die. In addition, the creature regains a number hit points equal to that same amount.
Additional Dice. For each additional die spent, you roll one additional die when determining the increase to the creature's hit point maximum and the number of hit points it regains.
You channel your mind's power to reshape a weapon into a higher quality one. A weapon you touch gains a +1 bonus to attack rolls and attacks made with the weapon score a critical hit on a roll of 19 or 20 for the duration.
Additional Dice. For every two additional Psionic Energy dice spent, the weapon gains an additional +1 to attack rolls up to a maximum of +4.
You cover the ground in a thin sheet of slippery black ice. Choose a point on the ground you can see within range. The ground in a 20-foot radius centered on that point becomes covered in ice for the duration of this power. The ground is difficult terrain, and any creature that moves more than 5 feet on it 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.
Additional Dice. For each additional die spent, the radius of the area grows by 5 feet.
You distort a 10-foot radius sphere around you with a psionic energy field in a fog-like manner. The area within the sphere is heavily obscured for creatures other than you. A creature (other than you) that starts its turn within the area is dealt an amount of psychic damage equal to one roll of a Psionic Energy die. The energy moves with you and can be dispersed by winds of moderate or greater speed (at least 10 miles per hour).
Additional Dice. For each additional die spent, you can deal an additional die of psychic damage or expand the radius of the energy field by 5 feet.
You turn the saliva glands of a creature you can touch into a deadly breath weapon. Choose acid, cold, fire, lightning, or poison (You chose when you manifest this power). For the duration of the power, the creature can replace one of its attacks with an exhalation of energy of the chosen type in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw against your Psionic save DC, taking an amount of damage equal to one roll of your Psionic Energy die of the chosen damage type on a failed save.
Additional Dice. For every one additional dice spent, the creature can roll one additional die of damage. Alternatively, you can spend three additional Psionic Energy dice to deal half the damage on a successful saving throw
When you manifest this power you must choose a humanoid you can see within range. It 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. While the creature is charmed, you can use your action to spend one Psionic Energy die. If you do this, the charmed creature must follow a one-word command you give it until the start of your next turn. This has no effect if your command is directly harmful to it.
Additional Dice. For every two additional dice spent, this power can instead affect a creature with the beast, construct, fey, giant, magical beast, undead, plant, ooze or monstrosity creature type. If you spend ten additional dice, this power can instead affect a creature with the aberration, dragon, elemental, celestial, or fiend creature type.
You target the brain of a creature you can see within range, preventing it from focusing on spells. For the duration of this power, the creature cannot cast spells of 1st-level or lower unless it succeeds on a spellcasting ability saving throw. If the creature is actively concentrating on a spell, it must succeed on a concentration saving throw against your Psionic save DC to keep concentrating on the spell.
Additional Dice. Whenever the target attempts to cast a spell with a level equal to half the amount of Psionic Energy dice spent or less, it must first succeed on a spellcasting ability saving throw or lose its concentration on the spell.
You can force someone to have an unnatural fear of an object. A target creature that you can see within range must succeed on a Wisdom saving throw or become frightened of an object of your choice, that you can see, and it takes an amount of psychic damage equal to one Psionic Energy die. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failure, it takes psychic damage equal to another roll of your Psionic Energy die.
Additional Dice. For each additional die spent, you deal one more die of psychic damage or target one additional creature within range of the first one.
You transmute a weapon you touch into an astral construct of solidified ectoplasm. The weapon's damage type changes to force damage. Moreover, the first time you deal damage with this weapon to a creature on your turn, it gains a penalty to its next attack roll equal to one roll of a Psionic Energy die. This power can be applied on your weapon sculpting or telekinetic throw talents and it enhances all usages for the duration of this power.
You create a creature of pure ectoplasm which manifests in a location you can see within range. This creature uses the Astral Guardian stat block. The creature turns to dust when it drops to 0 hit points or the power ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands(no action required by you). If you don't issue any orders on your turn, it takes the Dodge action.
Additional Dice. Check the creature's stat block to see how additional dice affect the AC, HP, abilities and actions of
the Astral Guardian.