One creature you can see within range must make an Intelligence saving throw On a failed save, the target takes 1d10 psychic damage
This attack’s damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10)
You slam a field of invisible force down upon a creature you can see within range, which must make a Strength saving throw On a failed save, the target takes 1d4 force damage and is knocked prone
This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
When you manifest this power, pick one of the
following options:
Manipulate Object You manipulate one object with movable parts within range For example, you could open or close a door, pull a lever, or play a few notes on a harpsichord
Move Object Choose one object that weighs 5 pounds or less within range You move that object up to30 feet, including up, but not beyond the range of this power An object moved up begins to fall as soon as that movement ends
Object Attack Pick one object that weighs 5 pounds or less within range, and one creature within range You hurl the object at the creature, making a ranged power attack On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage, depending on the nature of the object
This attack’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
You shoot forth a purple beam of psychic force to strike a creature or object in range Make a ranged power attack against the target On a hit, the target takes 1d6 force damage, and if they are Large or smaller, they are pushed 5 feet away from you
This attack’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
You psionically absorb the life force of a creature within range, causing them to age faster than normal The target must make a Constitution saving throw On a failed save, they take 1d4 necrotic damage and you gain temporary hit points equal to the damage taken
This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
You make a Wisdom (Perception) check to detect hidden creatures, doors, objects, or traps in your immediate surroundings, focusing your senses psionically to grant you advantage on the check.
You attempt to crush an enemy in your telekinetic
rip One Large or smaller creature of your choice hat you can see within range must make a Dexterity
saving throw On a success, the target takes 1d6 force damage On a failure, the target is restrained for the duration (save ends at end of turn) A creature restrained in this way takes 1d6 force damage at the start of each of their turns The power ends if the target is ever outside the power’s range or if they have total cover from you
Increased Order When you manifest this power, you can increase its order by 1 or more For each increase of 1, the damage increases by 1d6 Additionally, you can increase the power’s order by 2 to target a Huge creature
Choose one creature you can see within range, which must succeed on a Wisdom saving throw or gain a new belief until the end of their next turn This new belief determines how the creature acts on their turn, and is chosen from the following options:
Chasm The target believes that a yawning chasm opens beneath them, causing them to fall prone While prone in this way, the target can’t willingly stand up
Disaster The target believes the world is ending, and takes the Dash action to flee in a random direction determined by the GM
Enemies The target believes their allies are their
enemies, moving toward their closest ally and making a melee attack against them If the target can’t reach an ally, they do nothing on their turn
Friends The target believes that all creatures are their friends They are incapacitated on their turn
Increased Order When you manifest this power,
you can increase its order by 1 or more For each
increase of 1, you target one additional creature, with all targets experiencing the same belief
You send a ripple of psionic energy through a willing
creature you touch Until the end of your next turn, the target is invisible, as is anything they wear or carry as long as it is on their person
Increased Order When you manifest this power,
you can increase its order by 2 to increase the maximum duration of your concentration to 1 minute Additionally, if an attack hits or misses you, you can increase this power’s order by 1 to manifest it as a reaction with yourself as the target
You bend the space of your environment for an instant, allowing you or one willing creature you touch to teleport to an unoccupied space you can see within 30 feet of you If you target another creature, they do not need to be able to see the destination
Increased Order When you manifest this power,
you can increase its order by 1 or more For each
increase of 1, the distance teleported increases by 15 feet Additionally, you can increase this power’s order by 1 to make its manifestation time 1 bonus action
You touch a willing creature and give them one of the following senses for the duration:
• The target gains darkvision out to a range of 60 feet
• The target gains tremorsense out to a range of 10 feet
• The target can sense the presence of psionics within 30 feet of them If the target senses psionics in this way, they can use an action to see a faint aura around each visible creature or object within 30 feet of them that bears psionic power This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Increased Order When you manifest this power,
you can increase its order by 1 or more For each
increase of 1, you target one additional creature, with all targets gaining the same sense Additionally, you can increase the power’s order by 1 or more to expand the range of a sense For each increase of 1, that range increases by 10 feet
You touch a creature and can end either one disease
or one condition affecting them The condition can be
blinded, charmed, dazed, deafened, frightened, or
poisoned.
You lash out with your mind to psychically damage a
creature you can see within range The target must make an Intelligence saving throw On a failed save, the target takes 4d10 psychic damage and can take only the Dash, Disengage, or Dodge actions on their next turn On a success, the target takes half as much damage and can take their turn normally.
Increased Order When you manifest this power,
you can increase its order by 1 or more For each
increase of 1, the damage increases by 2d10
Pick one creature you can see within range Each
creature of your choice within 30 feet of that target sees them as something to be feared, and must succeed on a Wisdom saving throw or be frightened of the target for the duration (save ends at end of turn)
You unleash an explosion of mental force from a point you can see within range Each creature in a 20-footradius sphere centered on that point must make a Dexterity saving throw On a failed save, a target takes 5d6 force damage and is pushed 10 feet away from the center of the area On a success, a target takes half as much damage and isn’t pushed
Increased Order When you manifest this power,
you can increase its order by 1 or more For each
increase of 1, the damage increases by 2d6