Attributes
Attack | Magic | Skill | Defense |
---|---|---|---|
0.5/level | 1/level | 0.5/level | 0.5/level |
Hit Points | Mana | Skill Points |
---|---|---|
3/level | 2/level | 2/level |
Class Abilities
Psionics
You do not have spells, but rather psionic powers.
Psionic Powers are ''like'' spells, in that they:
- Can be interrupted
- Can be dispelled
- Can be counterspelled
- Can be nullified by antimagic
- Are subject to mitigation and avoidance specific to spells
Psionic Powers are ''unlike'' spells, in that they:
- Do not always require components (see below)
Components
Unless noted otherwise, all psionic powers:
- Require no verbal components.
- Require no material components.
Psionic powers which do not produce a physical effect require no somatic components. This would include clairsentience, most telepathic attacks and utility powers, metabolic control, etc.
Those powers which do involve physical effects require a component unless otherwise stated. Depending on the area of effect of a given power, the default somatic requirement is as follows:
- Close burst, centered circle, or emanation: none
- Cone, line, or ray: a single hand or arm
- Burst, circle, square(s), path, wall, etc: two hands, to shape and confine the area.
Focus
You have the ability to concentrate on more than one Concentration power at a time, and it is more difficult to interrupt your Concentration.
Rules TBD. For now, assume +1 Concentration slot per rank, and advantage to Concentration checks to prevent Concentration powers from ending.
Some powers allow you to expend Focus to achieve powerful effects. Unless otherwise stated, this is an immediate action, which disables that Focus slot until you spend an action to Meditate, which restores your spent Focus slots.
Mental Strength
Choose Int, Wis, or Cha to be your primary casting ability score. There are modifiers for each style (TBD)
Psionic Powers
Psychometabolism
Rank 1
- Thick Skin: At-will, swift, concentration; you gain a bonus to Armor equal to your primary casting attribute. If you expend Focus, you gain Resistance to all physical damage for 1 round, while keeping the Armor bonus until the end of the round, after which it goes away.
- Psionic Strength: At-will, swift, concentration; you gain advantage to Strength checks, attacks, and damage rolls. If you expend Focus on this power, you can grant +10 to a single Strength check, attack, or defense roll, or add +100% to a Strength damage roll.
- Chameleon Skin: At-will, swift, concentration; your skin changes color at will, allowing you to disguise your appearance, impose disadvantage on attacks against you, or gain a Stealth bonus of +10 while moving and +20 while still.
- Empathic Feedback: Recharge 33%, reaction; when you take damage, you can cause a feedback loop, forcing the attacker to feel your pain. This inflicts psychic damage to the attacker equal to the damage you just suffered.
- Iron Fist: At-will, swift, concentration; your unarmed attack becomes a lethal weapon; either one-handed (Str or Dex) inflicting medium kinetic damage, or two-handed (Str) inflicting heavy kinetic damage.
Rank 2
- Adapt Body: Adapt your body to a hostile environment, such as extreme heat or cold, high pressure or vacuum, etc.
- Ectoplasmic Form: Similar to gaseous form.
- Metamorphosis: Similar to Alter Self plus Enlarge/Reduce.
- Empathic Transfer: Heal self by absorbing vitality from enemy, or heal ally by giving them your vitality. Very similar to Transfusion. Hmm.
- Mass Effect: Change your mass briefly. Useful for grappling, resisting push/pull, etc.
Rank 3
- Regeneration: Regenerate self (ability damage, wounds, limbs, etc) at a heavy exhaustion cost.
- Fission: Duplicate yourself.
Psychoportation
Rank 1
- Hustle: At-will, swift, concentration; gain +100% to movement speed and jump distance. If you expend Focus on this power, you gain +300% movement and jump distance for 1 round.
- Hex portal
- Blink
- Gravity Bind: Subject is pulled constantly toward selected square, object, or creature.
- Catfall
Rank 2
- Interdiction Field: blocks or redirects teleportation
- Temporal Acceleration: gain extra move or swift action each round; expend focus for an extra standard.
- Time Hop
- Levitation
- Recall
Rank 3
- Gravitation: as Gravity Bind, but all subjects in an emanation.
- Phase Shift: subject becomes incorporeal
- Warp Bubble
Psychokinesis
Rank 1
- Farhand: At-will, swift, concentration; you can use a standard action to grab, crush, manipulate, or throw an item within range, whose mass is low enough that a hand of Strength equal to your primary casting attribute could do so.
- Metaphysical Weapon: At-will, swift, concentration; you create a melee weapon made of force and light, which has the properties of a normal weapon with which you are proficient, although it gains the Force damage type.
- Pyrokinesis: At-will, swift, concentration; you create a small flame, or take control of an existing one. Henceforth, you can spend a standard action to create bolts or cones of flame. Expending Focus causes a greatly damaging blast but extinguishes the flame.
- Static Charge: At-will, swift, concentration; you charge your body with potential energy. Thereafter, you can use touch attacks to inflict electrical damage, add said damage to a metal melee weapon, retribute that damage to melee attackers, etc.
- Cryokinesis: Similar to Pyrokinesis, but cold.
- Force Shield: At-will, swift, concentration; creates a metaphysical shield that can be used to Block or Parry like a regular shield.
Rank 2
- Telekinesis: Farhand, but stronger and bigger.
- Puppeteer: Take control of an enemy's body while you concentrate.
- Inertial Barrier: At-will, swift, concentration; gain DR (some modest amount) to all physical damage.
- Energy Absorption: Gain Absorb 50% to a chosen energy type, to a certain maximum.
Metacreativity
Rank 1
- Astral Construct
- Repair: heal damage in an object or construct
- Ectoplasmic Binding: makes subject immobile
- Hologram: create an auditory or visual illusion (or both, with enough Concentration)
Rank 2
- Fabricate
- Chronophobia: alter an object to become immune to the passage of time
Rank 3
- Crystallize
- Rewind: Restore an object's former temporal state
Rank 4
- Astral Seed: plant a copy of your mind into the Astral, from which you can reform if you perish.
- Demiplane: Create or modify your own Astral demiplane.
Clairsentience
Rank 1
- Combat Precognition: At-will, swift, concentration; each round, you can gain one benefit: additional use of Dodge, Parry, or Block; advantage to any Defense roll; expend Focus to convert any action into a reaction.
- Object Reading
- Sensititivity to Psychic Impressions
- Remote Viewing (short range)
- Astral Beacon: create an invisible beacon that is fixed in space which you can unerringly find your bearing and direction toward in the future
- Augury
Rank 2
- Psychic Stealth: hide from clairsentience and similar magical powers.
- Reality Simulation: like Augury, but more options and a longer view into the future.
- X-Ray Vision: see through cover and concealment, depending on how thick the cover is and what it's' made of.
- Empty Mind: make your mind a void, to protect yourself from psychic attack, or to attempt to rid yourself of psychic intrusion.
Rank 3
- Hypercognition: slows the pace of the world to give you more time to react to it.
Telepathy
Rank 1
- Empathy: read emotions of others, implant them
- Mindlink: open a channel into subject's mind, can communicate, read thoughts, or attempt to implant suggestions
- Mind Thrust: psychic damage plus stun.
Rank 2
- Catapsi: psychic noise makes it difficult for anyone to concentrate (i.e. cast spells or use psychic powers, or do anything else requiring concentration).
- Tower of Iron Will: area-effect that protects you and others from psychic attacks.
- Sensation: control what subject senses.
- Alter Memory
Rank 3
- Personality Parasite: psychic mind implanted within subject acts as you direct, but with access to subject's memories and mental abilities; can contest subject for control of its body.
- Mind Trap: set up a trap inside subject's mind--if anyone tries to intrude, they are affected by the trap.
- Mind Swap: swap minds with subject.
- Schism: create another mind within your own, to concentrate on something else, or to react to psychic attacks with your own defenses, or to quarantine a psychic injury or debilitation while retaining cognitive function.
Rituals
- Psychic Chirurgery
- Sensitivity to Psychic Impressions
- Astral Projection
Power Evolutions
Many powers have "evolutions". Simply put, you spend a power on it like you're learning a new power, and it makes the original power better, permanently.
Psyochokinesis
Rank 1
- Force Buffer: Ability to store all damage absorbed through Force Shield, Inertial Barrier, etc.
Rank 2
- Interposing Force: Farhand can interpose between you and a chosen enemy, preventing them from closing distance and interfering with physical attacks.