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authorAndrew Murrell <merl@neo.andrewdm.me>2017-01-14 02:21:43 +0000
committerAndrew Murrell <merl@neo.andrewdm.me>2017-01-14 02:30:39 +0000
commit7d8199d7d90ffee3c323abe4ffe527dc84a1ba8a (patch)
tree19075db6f84e9feb970941ec84d59b46a28d0d86 /src/dnd/Psionist2.org
parent1e0c5f3edfd1c5c59563b31dfc7e0e395fef53ca (diff)
Added an updated Psionist class with more complete domains, but no mind powers yet.
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+#+HTML_HEAD_EXTRA: <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style>
+
+* Introduction to the Psionist Class [5e]
+
+* The Psionist
+
+ As a Psionist, you gain the following class features.
+
+** Hit Points
+ * *Hit Dice*: 1d6 per psionist level
+ * *Hit Points at 1st Level*: 6 + your Constitution modifier
+ * *Hit Points at Higher Levels*: 1d6 (or 4) + your Constitution modifier per psionist level after 1st
+
+** Proficiencies
+ * *Armor*: Light armor
+ * *Weapons*: Simple Weapons
+ * *Tools*: None
+ * *Saving Throws*: Intelligence, Wisdom
+ * *Skills*: Choose two skills from Arcana, History, Insight,
+ Investigation, Medicine, Perception, or Religion
+
+** Equipment
+You start with the following equipment, in addition to the equipment
+granted by your background:
+
+ * (a) a spear or (b) a mace
+ * (a) leather armor
+ * (a) light crossbow and 20 bolts or (b) any simple weapon
+ * (a) a scholar's pack or (b) an explorer's pack
+
+** Psionist Class Progression Table
+
+| | Prof. | | | Max | | |
+| Level | Bonus | Features | Psi | Power | Cantrips | Powers |
+| | | | Points | Level | Known | Known |
+|-------+-------+----------------------------------+--------+-------+----------+--------|
+| 1 | +2 | [[Mind Powers][Mind Powers]], [[Thought Sensitivity][Thought Sensitivity]] | 4 | 1st | 3 | 2 |
+| 2 | +2 | [[Psionic Focus][Psionic Focus]] | 6 | 1st | 3 | 3 |
+| 3 | +2 | Psionic Discipline Feature | 14 | 2nd | 3 | 4 |
+| 4 | +3 | Ability Score Improvement | 17 | 2nd | 3 | 4 |
+| 5 | +3 | | 27 | 3rd | 4 | 5 |
+| 6 | +3 | Psionic Discipline Feature | 32 | 3rd | 4 | 6 |
+| 7 | +3 | | 38 | 4th | 4 | 7 |
+| 8 | +3 | Ability Score Improvement | 44 | 4th | 4 | 7 |
+| 9 | +4 | | 57 | 5th | 4 | 8 |
+| 10 | +4 | [[Psionic Domain][Psionic Domain]] | 64 | 5th | 5 | 9 |
+| 11 | +4 | | 73 | 6th | 5 | 10 |
+| 12 | +5 | Ability Score Improvement | 73 | 6th | 5 | 10 |
+| 13 | +5 | | 83 | 7th | 5 | 11 |
+| 14 | +5 | Psionic Discipline Feature | 83 | 7th | 5 | 12 |
+| 15 | +5 | | 94 | 8th | 5 | 13 |
+| 16 | +5 | Ability Score Improvement | 94 | 8th | 5 | 13 |
+| 17 | +6 | | 107 | 9th | 5 | 14 |
+| 18 | +6 | Psionic Discipline Feature | 114 | 9th | 5 | 15 |
+| 19 | +6 | Ability Score Improvement | 123 | 9th | 5 | 16 |
+| 20 | +6 | [[Perfect Mind][Perfect Mind]] | 133 | 9th | 5 | 17 |
+
+** Mind Powers
+
+All Psionic abilities except those that cast spells are mind
+powers. Intelligence is your psionic ability for your mind
+powers. Your intellect determines the strength of the psionic effects
+you manifest. In addition, you use your Intelligence modifier when
+setting the saving throw DC for a mind power or when making an attack
+roll with one. Manifesting mind powers does not require verbal,
+somatic, or material components unless those components have an
+explicit cost associated with them or are consumed.
+
+ * *Restriction on High Level Powers*: Psionic Powers of sixth level
+ and higher take a drastic mental toll when manifested. You may only
+ manifest one sixth, one seventh, one eighth, and one ninth level
+ power per day.
+
+*** Psi Points
+
+Psi points represent a Psionist's pool of mental energy. It expands as
+she gains levels in the Psionist class and becomes more powerful. When
+manifesting powers, she uses a number of psi points according to the
+table below.
+
+| Power Level | Point Cost |
+|-------------+------------|
+| 1 | 2 |
+| 2 | 3 |
+| 3 | 5 |
+| 4 | 6 |
+| 5 | 7 |
+| 6 | 9 |
+| 7 | 10 |
+| 8 | 11 |
+| 9 | 13 |
+
+All spent psi points are recovered after a long rest.
+
+*** Psionic Ability
+
+*Mind Powers Save DC* = 8 + your proficiency bonus + your Intelligence
+modifier
+
+*Mind Power Attack Modifier* = your proficiency bonus + your
+Intelligence modifier
+
+** Thought Sensitivity
+
+As a Psionist, you are attuned to the thoughts and feelings of
+others, as well as the concentration of psionic energy in an area.
+
+ * It is more difficult for a group of people to surprise you. If
+ you enter an area with a group of five or more hidden creatures,
+ you feel their presence and cannot be surprised by them. You can
+ not determine their location relative to you or where they are
+ hiding.
+ * As an action you can examine an object or creature within 10 feet
+ of you to psionically determine whether or not it has a mind. You
+ cannot determine this if it is shielded or immune to having its
+ mind read.
+
+** Psionic Focus
+
+When you reach 2nd level, you may choose to focus your psionic
+potential in one of two directions: inward or outward.
+
+*** Internal Focus
+
+*Psionic Recovery*: Once per day when you finish a short rest you may
+regain a number of psi points equal to your Psionist level (up to 9).
+
+*** External Focus
+
+*Force of Will*: Once per short rest when manifesting a mind power you
+may add your proficiency bonus to your Mind Power Attack Modifier or
+Mind Power Save DC. You must choose to do so before the roll is made.
+
+** Psionic Domain
+
+When you reach 10th level, you may choose to focus your psionic
+potential towards an aspect of reality: mind, body, time, or space.
+
+*** Mind Domain
+
+*Psionic Restoration*: Once per short rest on your turn you may remove
+a mind-altering condition from yourself. Alternatively, you may use an
+action to end a mind-altering condition from a creature you
+touch. These may be Charmed or Frightened.
+
+*** Body Domain
+
+*Psychoportation*: Your movement speed is increased by 10 ft and you
+gain proficiency in dexterity saving throws.
+
+*** Time Domain
+
+*Chronostutter*: Once per short rest on your turn you gain an
+additional bonus action.
+
+*** Space Domain
+
+*Far Manifestation*: The max range of your psionic powers with ranges
+greater than self is increased by 20 ft.
+
+** Perfect Mind
+
+Over years of study and experience in the Hidden Art, you have
+mastered the use of your most powerful psionic powers. Upon reaching
+20th level, the restriction on manifesting high level powers no longer
+applies to sixth and seventh level powers.
+
+** Psionic Disciplines
+
+Psionic Disciplines represent the ways in which Psionists interact
+with the Psionic Field and manifest their powers. You select a
+discipline at 3rd level and it grants abilities at 3rd, 6th, 14th, and
+18th levels.
+
+| | Internal | External |
+|-------+--------------+---------------|
+| Mind | Cogitation | Domination |
+| Body | Sympathy | Manifestation |
+| Time | Prescience | Anticipation |
+| Space | Metapsionics | Apportation |
+
+*** Cogitation [4/4]
+
+Clarity of thought, memory, action and connection to thinking creatures.
+
+*Mimic Skill*: At 3rd level, you learn to tap into the minds of those
+around you to temporarily mimic their skills. As an action, you may
+target a creature within 30 feet of you. An unwilling creature makes
+an wisdom saving throw or is affected. You may learn a skill, armor,
+weapon, or tool proficiency from the targeted creature. You may only
+mimic one proficiency with this ability at a time, but may target a
+new creature at will. The targeted creature must have the chosen
+proficiency for you to gain it. You retain the proficiency while in
+the presence of the mimicked creature, but the proficiency disappears
+when the creature moves more than 30 feet from you.
+
+*Touch of Tongues*: If a creature speaks at least one language, as an
+action you may concentrate to translate their intentions, though not
+their exact wording, into a language you know. This uses your
+concentration for manifesting mind powers or casting spells and the
+effect ends when you cease concentrating on it.
+
+*Tactician*: You learn to use sensory information from those around
+you when aiming your manifestations. When determining if you can see a
+creature or object for a spell, mind power, or other ability, you may
+use the senses of any creatures within 60 feet of you instead of your
+own. An unwilling creature makes a wisdom saving throw or is
+affected.
+
+*One With All*: You thrive in areas of high density psionic
+energy. Once per long rest, you may enter a psionic trance which
+provides a variety of benefits. While in the trance you gain
+proficiency in all skills, languages, and saving throws, automatically
+succeed concentration checks, and any psionic abilities that you
+manifest or spells you cast are considered to be manifested or cast
+from one level higher (maximum of 9th level). This effect lasts a
+number of minutes equal to the number of thinking creatures within 60
+feet of you when you enter the trance (maximum 10 minutes). Your own
+senses are considered blinded and deafened for the duration. After
+the trance ends you gain 1 level of exhaustion.
+
+*** Sympathy [4/4]
+
+*Psionic Blade Ward*: You learn to ready your body to withstand
+damaging strikes. As a bonus action, you may spend a psi point to
+manifest the psionic cantrip Blade Ward (you don't have to be able to
+manifest that cantrip normally).
+
+*Empower Object*: You learn to imbue objects with psionic energy to
+produce a minor effect. As a bonus action, you may touch an object of
+size small or smaller and choose to imbue it with one of the following
+effects until the beginning of your next turn:
+
+ * Light: The object gives off a faint glow which illuminates 30
+ feet of the surrounding area in dim or bright light (your choice).
+ * Heat: The object gives off extreme heat. Touching the object deals
+ 2d8 fire damage.
+ * Silence: All sounds within 5 feet of the object are silenced as
+ with a Silence spell.
+ * Pain: Touching the object produces an illusory sense of pain which
+ deals 3d4 psychic damage.
+ * Weight: The object's weight is reduced by 10 pounds. If this would
+ reduce the object's weight to 0, the object floats in the air.
+
+If a chosen affect applied to an object would deal damage, you and any
+number of chosen creatures are immune to taking that damage from that
+effect.
+
+*Reliable Psychometry*: You may manifest the 2nd level mind power
+Psychometry at will without spending psi points. Additionally, while
+in the attunement trance you may choose to move to the perspectives of
+nearby objects within line of sight of the object you hold. The effect
+ends if your chosen object ever leaves line of sight of the original
+object.
+
+*Kinetic Avatar*: You extend your sense of self into the world around
+you, animating and controlling objects and structures in your
+vicinity, then pulling them around you in a swirling cocoon of
+armor. The effect lasts for 1 minute. After the effect ends, you gain
+one level of exhaustion.
+
+ * You gain a flying speed equal to your normal speed for the
+ duration.
+ * Your armor class increases by 10 for the duration, though this
+ bonus decays as parts of your Avatar armor are destroyed.
+ * You gain a number of temporary hit points equal to your Psionist
+ level for the duration. Whenever you take damage your bonus armor
+ class decreases by 1 as part of the armor is sheared away.
+ * As an action you may shed 5 points of bonus AC to manifest the 5th
+ level psionic power Animate Objects without spending psi
+ points. The animated objects can fly. Maintaining control of the
+ animated objects requires concentration.
+
+*** Prescience [4/4]
+
+*Detect Strike*: You sense when an opponent decides to strike you and
+can mentally prepare yourself. When you are attacked by a creature you
+can see, you may use your reaction to get a +2 bonus to armor class
+against that creature until your next turn. At 14th level, this
+increases to a +4 bonus. You may use this feature a number of times
+equal to your Intelligence modifier (minimum 2) per short rest.
+
+*Predict Disaster*: Once per short rest, when you make a roll at
+disadvantage, you may choose to roll normally instead.
+
+*Read the Past*: If you would roll less than a 20 on a History check,
+you roll a 20 instead. If a person you hear makes a statement about a
+past event, you can tell if they are lying.
+
+*Grand Oracle*: The Myriad possibilities of time: past, present, and
+future are laid bare before you. Through communing with the remnant
+collective consciousnesses present within the Psionic Field, you gain
+the following features:
+
+ * You cannot be surprised.
+ * You may manifest the 2nd level mind power Augury at will without
+ requiring components or spending psi points. The cumulative 25%
+ change of failure does not apply for the first manifestation of
+ this power each day via this feature.
+ * You may manifest the 5th level mind power Commune once per day
+ without spending any psi points.
+ * You may manifest the 6th level mind power Truesight once per day
+ without spending any psi points.
+
+*** Metapsionics [4/4]
+
+*Extended Focus*: You may choose both options of the Psionic Focus
+feature (both Internal and External).
+
+*Diminish/Enhance Psionics*: You have learned the deep secrets of the
+Hidden Art. Once per short rest, when you or a creature you can see
+manifests a psionic power or you encounter an existing psionic effect,
+you may choose to apply one of the following effects to modify it as a
+reaction.
+
+ * _Fork/Merge_: You may increase or decrease the number of affected
+ creatures by 1 (this may not reduce the number of affected
+ creatures to 0).
+ * _Expand/Contract_: You may enlarge or reduce the area of effect by 5
+ feet.
+ * _Extend/Curtail_: You may increase or decrease the duration by 1
+ minute (this doesn't apply to instantaneous effects).
+ * _Shape_: You may change the shape of the area of effect (but not
+ the direction). For example you could change a line to a cone.
+
+*Advanced Metapsionics*: You gain an additional use of your
+Diminish/Enhance Psionics feature per short rest and the following
+additional options.
+
+ * _Counter_: You may make an Intelligence (Psionics) check against
+ 10 + the power's level to end the effect.
+ * _Splice_: When you manifest a psionic effect or see one being
+ manifested, as a reaction, you may to choose a psionic power of 2nd
+ level or lower that you know and add its effects (choosing targets
+ separately within the area of effect or list of targets if
+ applicable) to the manifestation. Doing so requires spending an
+ appropriate number of psi points as if you were manifesting that
+ power normally. You may not manifest that power at a level higher
+ than its level.
+ * _Reflect_: If a psionic effect would target just you, you may have
+ it target the originator of the effect instead.
+
+*Unleash Potential*: Once per long rest as an action you plant a seed
+of psionic ability in a willing creature you touch. For 24 hours they
+gain the ability to manifest a psionic power of your choice of 2nd
+level or lower (or a cantrip) and gain 6 psi points. If you manifest
+this ability on the same target every day for a month (30 days), the
+change becomes permanent and the creature is considered to be able to
+innately manifest that ability. You may not grant more than one
+ability to a creature, nor can you target a creature that already can
+manifest psionic abilities. It's Mind Power Save DC and Attack
+Modifier are determined by its Intelligence.
+
+*** Domination [4/4]
+
+*Deep Suggestion*: You may manifest the second level mind power
+Suggestion once per long rest without expending any psi points. When
+you do, the creature you target has disadvantage on the saving throw.
+
+*Psychic Potency*: When you deal psychic damage to a target that is
+stunned, you may deal damage as though it were a critical strike.
+
+*Psychic Entity*: When you die, you may attempt to force your way into
+another creature's body to continue living. To do so, a target
+creature within 30 feet of you makes a Charisma saving throw. On a
+success, you die, otherwise, you take control of the target's body and
+force their consciousness into dormancy. You gain their physical
+features (Strength, Dexterity, Constitution) but retain all of your
+other traits. Once every 24 hours, or whenever you take damage greater
+than 50% of your max hit points, the dormant consciousness may attempt
+to resume control of the body by making a Charisma saving throw. On a
+success, you are forced out of the body and must either attempt to use
+this feature again on a different target or die.
+
+*Enslave*: Once per long rest as an action you may target a creature
+you can see within 30 feet of you. The target must succeed on a Wisdom
+saving throw or be charmed by you until you die or are on a different
+plane of existence from it. The charmed target is under your control
+and can't take reactions, and you and the target can communicate
+telepathically with each other over any distance. Whenever the charmed
+target takes damage, it can repeat its saving throw. On a success, the
+effect ends. No more than once every 24 hours, the target can also
+repeat the saving throw when it is at least one mile away from you.
+
+*** Manifestation [4/4]
+
+*Astral Armor*: As an action, you may conjure a coating of astral
+matter which covers the skin. This coating lasts for 1 hour and
+radiates dim light. Your AC becomes 13 + your Dexterity modifier for
+the duration. As a reaction, you may explicitly harden the coating,
+which temporarily increases your AC to 15 + Dex, but destroys the
+armor afterwards in a flash of bright light. Creatures within 5 feet
+of you when the armor is destroyed must make a Constitution saving
+throw or be blinded until your next turn.
+
+*Astral Weapon*: You learn to emulate the effects of the 2nd level
+Cleric spell Spiritual Weapon as a 2nd level mind power except the
+conjured weapon is considered to be made of Astral matter and radiates
+dim light. Additionally, the first time you manifest your Astral
+weapon each day, you may do so without spending psi points.
+
+*Durable Manifestation*: When you create or conjure a creature it
+gains 20 temporary hit points. While you are wearing your Astral
+Armor, you gain 20 temporary hit points.
+
+*Astral Affinity*: Powers and effects that create creatures or
+manifestations made of astral matter cost half as much to manifest and
+last twice as long (this includes those created by your Astral Armor
+and Astral Weapon features).
+
+*** Anticipation [4/4]
+
+*Force Repulsion*: As an action you may have target creature within 60
+feet of you makes a Strength saving throw. If it fails, it is pushed
+up to 30 feet away from you and requires spending twice its movement
+to approach you until your next turn.
+
+*Kinematics*: You learn the Minor Kinematics Cantrip with the slight
+differences noted below.
+
+ * It does not count against the number of Cantrips known.
+ * The number of objects or creatures that can be levitated is doubled.
+ * The maximum weight of an object or creature that can be levitated is doubled.
+ * When lifting objects with the Minor Kinematics psionic cantrip, you
+ may attempt to attack a creature in range that you can see with
+ those objects. This attack can be made as either an action or a
+ bonus action using your Int modifier + your proficiency bonus to
+ hit. You are considered proficient with these attacks and their
+ damage is determined by the statistics of the objects being
+ levitated (e.g. a longsword would deal 1d8 + your Intelligence
+ modifier slashing damage and a levitated metal bucket would deal
+ 1 + Intelligence bludgeoning damage). Floating objects can be
+ attacked or pulled downwards, which causes the cantrip's effect
+ holding them aloft to fail. If you attempt to make a ranged attack
+ with a floating object, it must have the loading property and be
+ loaded and such an attack may not be performed as a bonus
+ action. You cannot load a weapon or activate a magic item using the
+ Minor Kinematics cantrip.
+
+*Phasing*: Once per short rest, as an action on your turn, you may
+become intangible until your next turn. You may pass through solid
+objects and are invulnerable to nonmagical bludgeoning, slashing, and
+piercing damage, but not structures, boundaries, or weapons created by
+magical force. Your gear may become intangible with you. If you would
+end your turn inside an object, you take 6d8 bludgeoning damage and
+are ejected to the nearest unoccupied space. If you end your turn
+inside another creature, you both take this damage.
+
+*Time Skip*: Once per long rest you may target a creature within 60
+feet of you. That creature makes a Charisma saving throw. If it
+fails, that creature skips its next round of combat.
+
+*** Apportation [4/4]
+
+*Call Energy*: You feel the cosmic pull of the planes of Positive and
+Negative Energy. Once per long rest, as an action you may cover an
+20-ft radius sphere centered at a point you can see in planar
+energy. Choose either a) the Positive Energy Plane or b) the Negative
+Energy Plane. The covered area is either a) bathed in a dull glow or
+b) shrouded in a misty shadow which a) heals each living creature in
+range by 1 hp at the end of each creature's turn or b) deals 1 damage
+per turn to all living things in range and the end of each creature's
+turn. Maintaining this effect requires concentration and may last no
+longer than a minute.
+
+*Planar Abjuration*: Once per short rest, as a reaction to a spell or
+effect within 30 ft of you that would deal fire, cold, lightning,
+thunder, radiant, or necrotic damage, you channel the powers of the
+elemental and outer planes to reduce the damage dealt by an amount
+equal to your Intelligence modifier + your Psionist level. If the
+spell or effect has an area of effect, the damage each affected
+creature takes is reduced by this much. Damage reduction is applied
+before applying resistances.
+
+*Banishing Blasts*: Once per short rest, when a creature native to a
+different plane of existence than the one it is on takes damage from
+one of your mind powers, you may have it make a Charisma saving
+throw. If it fails this saving throw, it is banished to its plane of
+origin sound for 1 minute with a faint popping sound. While there, the
+target is incapacitated. When the minute is finished, it returns to
+the nearest unoccupied space from where it left.
+
+*Whitefire Portal*: You burn a temporary hole through the Astral Plane
+and into another plane of your choice. Once per long rest, centered on
+a point within 300 ft of you, you summon raw Astral ectoplasm which
+burns with hellish, white-hot fury. Any creature standing within 20
+feet of the whitefire must make a Dexterity saving throw or take 12d10
+fire damage or half on a successful save. Inanimate objects in the
+area also take the damage and flammable objects may catch on fire. A
+portal then opens to a plane of your choice as with a Gate spell and
+remains open for 1 minute as the planes slowly knit themselves back
+together. Alternatively, instead of a specific location on a plane of
+your choice, you may choose to have your portal open into a general
+location in one of the elemental planes or the planes of positive or
+negative energy. If you do so, creatures who enter or begin their
+turns within 20 feet of the portal take 6d10 damage of the appropriate
+elemental or energy type.
+
+
+* MIND POWERS:
+
+*Mind Blast*: You magically emit psychic energy in a 60-foot cone.
+Each creature in that area must succeed on a Intelligence saving throw
+or take 5d8 psychic damage and be stunned for 1 minute. A creature may
+repeat the saving throw at the end of each of its turns, ending the
+effect on itself on a success.
+
+*Mind Meld*: As an action, you may touch a creature with an
+Intelligence of 5 or greater and attempt to meld your consciousnesses
+together. Doing so can be dangerous. If you attempt to meld with an
+unwilling creature, it makes a Wisdom saving throw to block the mental
+intrusion, otherwise a link is established. While the link is active,
+thoughts, emotions, and memories are shared freely between yourself
+and the creature. During a mind meld, since your minds are linked, it
+is more difficult to lie or to hide information. To do so requires a
+Concentration (Intelligence) contest for each lie or omission. Either
+party may attempt to leave the mind meld by repeating the wisdom
+saving throw (if you attempt to leave, you must also make a wisdom
+saving throw against your Mind Power save DC). If the link is broken
+in this way, or in any other way (such as the death of one of its
+participants or being physically torn from touching one another)
+before both parties explicitly agree to do so, both parties take 10d6
+psychic damage. You may only use this feature once per long rest.
+
+*Conjure Astral Construct*: Once per long rest, as an action, you may
+create an Astral construct from Astral matter pulled from the Astral
+Plane.
+
+Though you may customize the exact form of the construct to your
+liking, the statistics for the Astral Construct are the same as that
+of the Helmed Horror (page 183 in the Monster Manual) with the
+following exceptions:
+
+It gains up to three additional options from the list below (you may
+choose the same option more than once):
+
+ * Extra Attack
+ * See Invisibility
+ * Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con
+ saves or are blinded and deafened for 1 minute. They may repeat the
+ saving throw at the end of each of their turns. Once a creature
+ succeeds, it cannot be affected again.)
+ * 5d8 (22) Extra Hit Points
+ * Extra Spell Immunity (Two additional spells)
+ * +3 Damage on Hit
+ * +1 AC
+
+*Imprisonment*: You learn the 9th level Wizard spell Imprisonment as a
+ninth level mind power. It does not count against the number of powers
+known, but costs the normal number of psi points to manifest. As a
+Mind Master, Imprisonment gains an additional option: Mind Prison. You
+may choose to Imprison the creature directly in your mind. There is no
+material component needed for this option. If you die or your
+consciousness leaves your body for a period longer than 8 hours (as
+with an Astral Projection spell), the prisoner is released. While
+imprisoned in your mind, the creature may sense what you allow it to
+sense and you may read the creature's surface thoughts as with a
+Detect Thoughts spell. No more than one creature may be imprisoned
+this way at a time.
+
+*Impose Will*: Once per short rest, you may cause a creature making a
+saving throw against one of your mind powers, abilities, or your
+psionic blast to have disadvantage on that saving throw. You must do
+so before the roll is made. Once you've used this feature on a
+creature, you may not do so again on that same creature until you
+finish a long rest.