Psionic Powers (Sight)
Minor Powers
Prescient Strike
Opening the Third-Eye just sliver, guides your or your allies strike.
Effect: You or an ally within 10’ get advantage on the next attack made before the end of your next turn.
BASE AUGMENT X: Additionally, if the attack hits, it deals +XPsiDice damage.
Insightful Dodge (reaction)
Just a fraction of a second of foreknowledge is enough to avoid danger.
Effect: Use when you or an all within 10’ is hit by an attack. Make a Wis check (DC=15 + level of the attacker). If you succeed, the attack is a miss instead.
BASE AUGMENT X: Add XPsiDice to your Wis check.
All-Around-Vision
Sometimes it pays to have eyes in the back (and sides, and top) of your head.
Effect: Until the end of your next turn, you gain +1 to search checks.
BASE AUGMENT X: Instead, gain +1+X to search checks.
Aura Sight
By focusing intently, you can discern a creature’s aura.
Effect: Until the end of your next turn, gain +1 to sense motive checks against creatures within 10’.
BASE AUGMENT X: Instead, gain +1+X to sense motive checks.
Augments (Sight)
Prescient Strike
Level 1
Prescient Lunge
Augment 1: Instead, you can choose an ally within 30’.
Level 2
Prescient Parry
Augment 2: Additionally, if you or your ally hits with its next attack, the target gains disadvantage on its next attack.
Level 3
Prescient Feint
Augment 3: Instead, if you or ally hit with its next attack, you and your allies gain advantage on their next attack against the target within 2 rounds.
Insightful Dodge
Level 1
Insightful Sidestep
Augment 1: Additionally, if you succeed, the target of the attack can move 10’ without provoking opportunity attacks.
Level 2
Insightful Maneuver
Augment 2: Instead, use as a free action when you or an ally within 10’ would provoke an opportunity attack. The target does not provoke opportunity attacks until the end of its next turn.
Level 3
Insightful Duck
Augment 2+X: Instead, use when you or an ally within 10’ fails a DEX saving throw. Reroll the saving throw with a +PsiDice bonus.
All-Around-Vision
Level 1
All-Around-Nightvision
Augment 1: In addition, you gain darkvision until the end of your next turn.
Level 2
All-Around-Infravision
Augment 2: In addition, you gain darkvision and creatures within 60’ gain disadvantage when making checks to hide from you.
Level 3
All-Around-Ultravision
Augment 2+X: In addition, you gain blindsight within 10’+X10’.
Aura Sight
Level 1
Aura Appraisal
Augment 1: In addition, once until the end of next turn you can make a Wis check (DM determines DC) to find out one piece of information about a creature within 10’. This information includes: level; hit dice; class; or is the creature diseased, cursed, poisoned, or addicted. At the DM’s discretion the psion can use a appropriate knowledge check to determine the nature of an afflictions.
Level 2
Aura Dweomography
Augment 2: In addition, once until the end of next turn you can make a Wis check +1 (DM determines DC) to find out one piece of information about a creature within 10’. This information includes: level; hit dice; class; is the creature diseased, cursed, poisoned, addicted, or affected by a magical effect. At the DM’s discretion the psion can use a appropriate knowledge check to determine the nature of an afflictions or the school and level of any magical effects.
Level 3
Aura Reckoning
Augment 3: In addition, once until the end of next turn you can make a Wis check +2 (DM determines DC) to find out one piece of information about a creature within 10’. This information includes: alignment; planar origin; level; hit dice; class; is the creature diseased, cursed, poisoned, addicted, or affected by a magical effect. At the DM’s discretion the psion can use an appropriate knowledge check to determine the nature of any afflictions or the school and level of any magical effects.
Major Powers
Level 1
Danger Sense (Free action)
In the stream of time not all events are equal some leave more ripples than others. You have become attuned to the tsunamis.
Effect: Use when you roll initiative.
Focus 1: Add 1d10 to your initiative check. You can move up to 10’ without provoking opportunity attacks. Until the end of your next turn, you gain advantage on saving throws and creatures gain disadvantage when attacking you.
Focus 2: You and your allies within 10’ add 1d10 to your initiative check. Targets can each move up to 10’ without provoking opportunity attacks. Until the end of each target’s next turn, the target gains advantage on saving throws and creatures gain disadvantage when attacking the target.
Focus 3: You and your allies within 10’ add 1d10 to your initiative check. Targets can each move up to 10’ without provoking opportunity attacks. Until the end of each target’s next turn, the target gains advantage on saving throws and creatures gain disadvantage when attacking the target. Additionally, surprised targets can take a move action on their first turn.
Object Reading
With physical contact the psion can glean information from psychic impressions left on an object.
Effect: You touch an object and in an instant a barrage of information fills your mind. Until the end of your next turn, you cannot move, use reactions, you gain disadvantage on your saving throws and creatures gain advantage when attacking you. Make a Wis check to interpret the information. (DM determines DC). Once a reading is taken, a new reading cannot be done until you gain a level.
Focus 1: You can learn about the object’s last owner (race, class, level, alignment, hit dice, name, how it gained and lost the item).
Focus 2: You can learn about all the object’s owners (race, class, level, alignment, hit dice, name, how they gained and lost the item). You can also learn general details (time, place, many/few creatures involved) about specific psychically impressive events (deaths, births, marriages, betrayals) where the object was present.
Focus 3: You can learn about all the object’s owners (race, class, level, alignment, hit dice, name, how they gained and lost the item). You can also experience from the object’s point-of-view specific psychically impressive events (deaths, births, marriages, betrayals) where the object was present.
Level 2
Clairvoyance
You close your eyes and open them to see from a distant location.
Effect: You can still see from your physical location, but while the power is active your movement speed is reduced to 10’, you gain disadvantage on saving throws and attacks, and creatures gain advantage when attacking you. You can also be attacked by gaze-based and psionic attacks at either location.
Focus 1: Choose a location within 60’ (you do not need line of sight). You can see from that spot for 1 minute. Each round you can shift location by up to 10’. You can use unaugmented psionic minor powers as if you were in that spot.
Focus 2: Choose a location within 120’ (you do not need line of sight). You can see from that spot for 10 minutes. Each round you can shift location by up to 30’. You can use psionic minor powers as if you were in that spot.
Focus 3: Choose a location within 1 mile (you do not need line of sight). You can see from that spot for 30 minutes. Each round you can shift location by up to 30’. You can use psionic powers as if you were in that spot.
Accelerate Healing
Time heals all wounds and you open the Third Eye of yourself and your comrades to speed along the process.
Effect: Use during a short rest. You and creatures within 10’ are affected.
Focus 1: Targets regain 1 Hit Die.
Focus 2: Targets regain 2 Hit Dice and if poisoned (if applicable)may make a saving throw to recover.
Focus 3: Targets regain 3 Hit Dice and if poisoned or diseased(if applicable)may make a saving throw to recover.
Level 3
Precognition
You can focus your Third Eye on a singular path to gain foresight about the near future.
Effect: Use during a short rest. You enter a state of deep meditation. While in this state you get disadvantage on saving throws and creature gain advantage when attacking you. If you take damage while in this state, the vision ends immediately. If Precognition is used more than once between long rests, all of the psion’s visions involve her gruesome death (probable or not). This causes the psion to make a Con saving throw DC 15 or fall unconscious for 24 hours and lose all psionic powers until she can rest for one week.
Focus 1: You describe a course of action you could resolve within one hour. The DM details one probable outcome and two other less likely or impossible outcomes. The DM chooses which order to present them.
Focus 2: You describe a course of action you could resolve within three hours. The DM details one probable outcome and one other less likely or impossible outcome. The DM chooses which order to present them.
Focus 3: You describe a course of action you could resolve within six hours. The DM details one probable outcome and one other less likely or impossible outcome. The DM chooses which order to present them. The DM should consider including in either or both of the visions a clue that leads to a hidden boon (secret treasure, short cut, unlikely ally).
Dimensional Shift
The Third Eye not only glimpses through time, but also can reveal the hidden pathways through space.
Effect: You open an invisible portal in front of you or a willing creature within 10’. The portal disappears at the end of your next turn or until it is entered.
Focus 1: The target can use a 10’ of a move action to enter the door (this does not provoke opportunity attacks) and exit in spot within 60’and in line of sight of the entrance. The target can continue moving if it has speed remaining.
Focus 2: The target can use a 10’ of a move action to enter the door (this does not provoke opportunity attacks) and exit in spot within 120’ and in line of sight of the entrance. The target can continue moving if it has speed remaining.
Focus 3: Instead, the portal does not disappear when entered. Willing creatures designated by the psion can use a 10’ of a move action to enter the door (this does not provoke opportunity attacks) and exit in a spot within 120’ and in line of sight of the entrance. The target can continue moving if it has speed remaining.
Mario
