Augments [Augments are organized by the power they augment]
Force Punch Augments
Augment 1: In addition, on a hit the target must make a Con saving throw or be pushed 10’ away from the psion.
Augment 2: In addition, on a hit the target must make a Dex saving throw or fall prone.
Augment 3: In addition, on a hit the target must make a Str saving throw or be immobilized and gain disadvantage on all attacks until the end of the psion’s next turn.
Inertial Barrier Augments
Augment 1: Instead, Inertial Barrier can reduce damage from heat and cold effects.
Augment 2: Instead, use when a creature within 15’ is hit by an attack.
Augment 3: Instead, use on your turn as an action. You create shield with a 5’ radius that lasts until the end of you next turn. Reduce the damage from attacks made outside the shield to those inside the shield by 1d4.
Augment 1: Instead, you can manipulate up to 3 objects.
Augment 2: Instead, the manipulation lasts for 10 rounds and does not require actions to maintain; however, you lose control if you cannot take actions or if you use Telekinesis again.
Augment 3: Instead, you manipulate the object as if you were a large humanoid with Strength 18.
Augment 1: Instead, use whenever you would be affected by a gas attack or in environment where you cannot breathe. You can hold your breath until the end of your next turn. You can use an action and augment 1 on your turn to maintain this effect. This effect ends if you cannot take actions.
Augment 2: Instead, use when you would take fire damage. Gain fire resistance until the end of your next turn. You can use an action and augment 2 on your turn to maintain this effect. This effect ends if you cannot take actions.
Augment 3: Instead, use as action on your turn. Your body produces a complex cocktail of pheromones making you more attractive to other humanoids until the end of your next turn. You gain a +3 bonus to Cha checks to influence non-hostile humanoids. You can use an action and augment 3 on your turn to maintain this effect.