From ece8bac9af09dd0c2e1c994f0db1e63309d4bb7b Mon Sep 17 00:00:00 2001 From: AndrewMurrell Date: Sat, 23 Dec 2017 14:16:29 -0500 Subject: removed some janky psionics --- src/dnd/psionic-schools.org | 220 ----------------- src/dnd/psionist.org | 570 -------------------------------------------- 2 files changed, 790 deletions(-) delete mode 100644 src/dnd/psionic-schools.org delete mode 100644 src/dnd/psionist.org diff --git a/src/dnd/psionic-schools.org b/src/dnd/psionic-schools.org deleted file mode 100644 index 9f71b15..0000000 --- a/src/dnd/psionic-schools.org +++ /dev/null @@ -1,220 +0,0 @@ -#+TITLE: Schools of Psionics -#+CLASS: dnd -#+CATEGORIES: ES HB - -From what I've seen, the most recent few 5e Unearthed Arcana dealing -with "Psionics and the Mystic" have been getting somewhat mixed -reviews. I don't think this is because of the mechanics--or rather -not COMPLETELY because of the mechanics. Mechanics for psionics have -always been weird, and the 5e style is good for D&D, so maintaining -that is good and won't get any gripes from me. - -But I think that no matter what purely mechanical tweaks the UA team -has planned for the Mystic, the general lukewarm reception isn't going -to change unless we get something else squared away first. Something -a little deeper--something that helps us grasp Psionics in the same -way we grasp Magic: with a complete and intuitive system. - -With Weave-based magic there are schools which somewhat delineate -magical effects (conjuration, divination, etc), but that's not exactly -what I mean. Not to bash the magical schools (any system will have -inconsistencies--mine notwithstanding), but few people really -understand what it means to be a wizard by what school of magic they -specialize in. An enchantment wizard isn't fundamentally different -from an evocation one. But a wizard is different than a bard or a -warlock. These "Schools of Psionics" are as much about the state of -mind of the manifester and the method for manifestation as they are -about the outcome of the manifestation (there are several of my -Psionic "schools" that may each manifest effects in the transmutation -school of magic for instance, but each according to its own particular -rules). - -What I mean is this: - -| | Introvertion (a) | Extroversion (b) | -|-----------+------------------+------------------| -| Mind (1) | Cogitation | Domination | -| Body (2) | Sympathy | Manifestation | -| Time (3) | Prescience | Anticipation | -| Space (4) | Metapsionics | Apportation | - -There are eight categories split into two primary focuses and four -topical domains, and each of the eight describes HOW a power is -manifested. It tells us what our character is DOING to get the -blasted power to work. As a D&D culture, we know how wizards do it, -careful study and recitation, memorization, etc. We know how Bards do -it, they hear the music of creation and wrap their words in it. All -these effects are propagated through Mystra's Weave and are bound by -it's limitations. But nobody has a clue how Psionics works. Or -rather, we all have half-baked ideas that don't jive. - -In order for this to work, we need to know in canon, what it means to -BE A PSIONIST and manifest powers. I'm probably no different than -anybody else in my half-baked understanding, but as a Physicist and an -editor I feel it is my duty to try to make sense of this mess. - -First off, since we don't have a Weave, but all magic needs a medium, -lets make one. Lets call it the Psionic Field. Created spontaneously -from the first thinking being (or Source), the Psionic Field exists on -any plane containing thought. Some sources of psionic power are -stronger than others, but all thinking things produce some connection -to the field (some might wonder if magic and the Weave itself is -naught but an echo of Mystra's or Auppenser's mind--and in that light -perhaps the Psionic Field is not so foreign after all). - -With that medium in place, the world of Psionics slowly falls into -place as well. Detailed descriptions of the eight schools follow: - -1a) Cogitation - Clarity of thought, memory, action, and connection to -the Psionic Field. - -Cogitation is often one's first exposure to Psionics. It's a -clear-mindedness that opens up your own mind to see itself for the -first time, and beyond that, to sense the edges of the minds of -others. It includes the stereotypical bloody-nosed mind reading, -mimicry, and perfect recall. - -Examples of Cogitation include "Detect Thoughts" and "Mind Meld" and -the ability to learn or borrow skills and proficiencies directly from -the minds of others. - -1b) Domination - Exert dominating willpower over other minds. - -Once you've encountered sources outside yourself it is only natural to -try to influence or even dominate them. Exerting your will into the -minds of others isn't the same as reading their thoughts, you might -not know what your target is thinking, only that it will succumb. - -Examples of Domination include "Command", "Suggestion", and "Dominate -Person". - -2a) Sympathy - Exerting influence upon sympathetic objects. - -The Psionic Field is produced by thinking creatures, but it can leave -an imprint on even mundane objects and materials. Objects may be -imbued with Psionic energy to produce a variety of effects, and may -soak up ambient energy by just sitting within the Psionic Field which -can be later be discerned by a Psionist to know about an object's -history. This is done by expanding your sense of self outward from -your mind and body and into the object. - -Examples of Sympathy include "Psychometry", "Animate Objects", and -"Guards and Wards". - -2b) Manifestion - Creating both illusory and physically manipulable -constructs of pure thought. - -By focusing and condensing ideas down to their most concrete forms, -Psionists can manifest the essence of a thing as either an illusion or -as a real physical object made of Astral matter (ectoplasm). Astral -matter is most commonly associated with the Astral plane (or plane of -thought) where it occurs naturally, but can exist anywhere with a -sufficient psionic field for a Psionist to conjure it. - -Examples of Manifestation include "Mage Hand", "Conjure Astral -Construct", and "Programmed Illusion" - -3a) Prescience - See and feel other places and times. - -Because the actions of thinking things (sources of psionics) are not -stagnant, their movements create ripples in the Psionic Field. -Births, deaths, and exchanges of knowledge leave their marks. By -studying these echos and patterns, Psionists can discern events that -occurred in distant parts of the world or even in the past or future. - -Examples of Prescience include "Detect Poison and Disease", "Scrying", -and "Foresight". - -3b) Anticipation - Solidify expectation and possibility into reality. - -In many ways the Universe itself is just composed of the interactions -of groups of sources of psionism and the objects being pulled in their -wake (albeit a rather large number of each). With an awareness of the -way ripples propagate in the Psionic Field and by using the techniques -of Sympathy but directing them outwards, a Psionist can begin to -subtly manipulate expectation and the laws of Physics themselves. - -Examples of Anticipation include "Heat Metal", "Telekinesis", "Reverse -Gravity", and "Time Stop". - -4a) Metapsionics - Manipulating sources of Psionism and their direct -effects. - -The way that thinking creatures interact with the Psionic Field is -complicated and diverse, just as the creatures which produce it are -themselves. By studying how the minds of Psionically-attuned -creatures create Psionic and even Magical Weave-based effects, a -Psionist can learn to imitate or manipulate psionic effects as they -see them (and sometimes use what they've learned to imbue limited -psionic potential into others). - -Examples of Metapsionics include "Detect Magic", "Counterspell", and -"Awaken" - -4b) Apportation - Pulling and pushing on planar boundaries with the -Psionic Field. - -Since the material plane is not the only one with thinking creatures, -some far-minded Psionists can detect the Psionic Field existing on -other planes of existence and pull on these remote fields of power. -Doing so can banish alien creatures, abjure harmful elemental effects, -or even tear open portals to distant planes and places. - -Examples of Apportation include "Dimension Door", "Banishment", and -"Whitefire Portal" - -== Post Script == - -Q: Specifics (where do these fit in?) - A: Answer - -What about Soul Knives??? - A soul knife is just an adept who uses a -combination of Manifestation and Sympathy to conjure a blade and imbue -it with different Sympathetic effects. In a similar way, you can use -these eight to extend specific domains on to different classes. -Psionic warrior? Uses Sympathy to strengthen his body and Prescience -to predict the strikes of his enemy. Psionic rogue? Apportation to -teleport around or Cogitation to read minds to cheat at cards (or -memorize the deck). Once the system is in place, the variations build -themselves because you know what's possible and what isn't. -Restriction breeds Creativity. You gotta know the rules to use them. - -What's all this about "Psionist?" Isn't it "Psion" - In my -understanding a "Psion" is a mystic who uses metapsionics to -manipulate her own mind into casting spells with the Weave. It is -also a term that gets some use for a general practitioner of psionics. -It is also one of those 4e tattoo addicts... just a really overloaded -term really. Psionist sounds the best to me as a general term like -"mage." - -What's the difference between Sympathy and Anticipation when -moving/lifting things? - In Sympathy, you convince the object to move -by extending your sense of self into it and lifting it yourself, in -Anticipation, it moves because you trick the Universe into thinking -the object should already be moving and so the Universe does it for -you. Expanding self is all monk-like vs. essentially casting Luck -Bending spells. - -Apportation includes an allusion to "Whitefire Portal". What's that? - -Oh, just this cool thing I made: - -*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 the chosen plane 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 generally -inhospitable 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. - -I'm actually working on an entire Psionist class for eventual -publication on the Dungeon Master's Guild (or as part of my -"MagnumOpis-MagicOfTheMultiverse" which covers EVERYTHING magical as I -understand it). Of course if somebody #wotcstaff wants to buy it -and/or hire me, I'd be totally up for #theorycrafting for a living. diff --git a/src/dnd/psionist.org b/src/dnd/psionist.org deleted file mode 100644 index accd563..0000000 --- a/src/dnd/psionist.org +++ /dev/null @@ -1,570 +0,0 @@ -#+TITLE: [5e] Psionist Class - Rewrite [ALPHA] -#+CLASS: dnd -#+CATEGORIES: HB - -#+HTML_HEAD_EXTRA: - -* 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 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. -- cgit v1.1-4-g5e80