Psi-Sensitive
The mind is in many ways a reflection of the universe itself, a microcosmos. All species may not reach this insight, but their minds are tools greater than any other.
Psionics, Mystics, or Espers. The names given to beings who have the magnificent power to wield a power called Quintessence, which allows them to manipulate mind and matter with the ease of their intellect. The Psi-Sensitive Characteristics table suggests details of your life or origins. Additionally, you gain the following traits:
Mind-Reader. You can cast detect thoughts, requiring no components. Your spellcasting ability for this spell is Intelligence.
Psionic Talents. You learn three talents of your choice, which are detailed under "Psionic Talents" below.
You learn one additional talent of your choice at 7th, 10th, and 15th level.
Some of your talents require your target to make a saving throw to resist the talent's effects. The saving throw DC is calculated as follows:
- Talent Save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic Talents
Your power holds origins in minor psionic talents that require your aptitude to control quintessence.
Beacon
As a bonus action, you can manifest a mote of light which you can either hold or hover within 5 feet of you. This light radiates bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. It lasts as long as you are conscious, and you can extinguish it earlier as a bonus action.
This talent's power increases at higher levels. At 5th level, the light's power increases to bright light in a 30-foot radius, and dim light for an additional 30 feet.
At 11th level, the light's power increases to bright light in a 60-foot radius, and dim light for an additional 60 feet.
Blind Spot
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
This talent's power increases at higher levels. At 5th level, it now has a range of 240 feet.
At 11th level, you can erase the image of an object or creature within 60 feet of you from the target's memory instead of your own image.
At 17th level, you can target two creatures you can see within 120 feet of you simultaneously.
Delusion
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, it's volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.
If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
Force Impact
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or take 1d8 + your Intelligence Modifier in force damage. If it takes any of this damage and the creature is Huge or smaller, it is knocked prone.
The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Light Step
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
This talent's power increases at higher levels. At 11th level, the speed you gain from this effect increases all of your speeds, not just your walking speed, other speeds such as flying, swimming, or climbing.
At 17th level, you are permanently under the effect of light step, and you can still activate it to instead halve your body weight and double the distance of your high jump and long jump.
Mind Meld
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence score of at least 2, otherwise this talent fails and the action is wasted.
This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks an language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.
Psychic Lightning
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d12 + your Intelligence Modifier in lightning damage.
The talent's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Mind Smite
As an action, you target one creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 + your Intelligence Modifier in psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Esper Influence
As an action, you beguile one humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. Once a humanoid saves against this effect, you cannot use it on the same creature for at least 24 hours.
This talent's power increases at higher levels. At 5th level, the target must succeed on your choice of an Intelligence, Wisdom, or Charisma saving throw.
At 11th level, this talent's charm lasts for 1 minute instead.
At 17th level, this talent's charm lasts for 1 hour instead.
Mind over Matter
You can use your action to manipulate or move one object within 30 feet of you. The object can't weigh over 10 pounds, and you can't affect an object being worn or carried by an other creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.
This talent's power increases at higher levels. At 5th level, you can manipulate up to your Intelligence Modifier in objects simultaneously.
At 11th level, this talent's range increases to within 60 feet of you. Additionally, you can move loose objects up to 60 feet in any direction.
At 17th level, you can manipulate objects that weigh up to 50 pounds.
Psionic Blade
As a bonus action, you manifest a one-handed light melee weapon which emanates from your hand. You cannot be disarmed with this weapon, and you are considered proficient with it. It uses your Intelligence modifier for its attack and damage rolls, of which it deals 1d6 slashing damage. It lasts as long as you are conscious, or until you sheath it as a bonus action.
This talent's power increases at higher levels. At 5th level, you can manifest one weapon in each hand simultaneously, and its damage dice increases to 1d8.
At 11th level, its damage dice increases to 1d10, and it's damage is now considered force.
At 17th level, its damage dice increases to 2d6.
Psychic Ram
As an action, you try to strike one creature you can see within 120 feet of you with a concentrated strike of telekinetic power. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage, you can shove it up to 5 feet times the number of the damage result (min 5 feet) in a straight line in a direction of your choice. You can't shove the target off the ground unless it is already airborne or underwater.
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Psi-Sensitive Characteristics
d6 | Characteristic |
---|---|
1 | For a time after I use my powers, my eyes pulse and emanate psychic energy. |
2 | I awakened to my powers when I underwent trials of intensive headaches and mastery of my mental anguish. |
3 | I've always been innately using my powers, for a time I thought my home was haunted by a convenient poltergeist. |
4 | During my upbringing I was constantly hearing telepathic messages and tapping into radio frequencies. |
5 | My psionic powers were definitely a source of pain for my caretakers, as I acted pretty unrestrained with some of their more dangerous effects. |
6 | My psionic powers are almost, ancestral. I had to learn by interpreting the visions of my past family, tapping into the Quintessence. |