Trefferpunkte
Übungen
Talent
| Stufe | Übungsbonus | Eigenschaften | Manifestation Die | 1st-Order Powers | Strain Maximum |
|---|---|---|---|---|---|
| 1 | + 2 | Psionic Powers Strain to Maintain | {@dice d4} | 4 | 5 |
| 2 | + 2 | Psionic Powers Strain to Maintain | {@dice d4} | 4 | 6 |
| 3 | + 2 | Psionic Powers Strain to Maintain | {@dice d4} | 4 | 7 |
| 4 | + 2 | Psionic Powers Strain to Maintain | {@dice d4} | 5 | 8 |
| 5 | + 3 | Psionic Powers Strain to Maintain | {@dice d6} | 5 | 9 |
| 6 | + 3 | Psionic Powers Strain to Maintain | {@dice d6} | 5 | 10 |
| 7 | + 3 | Psionic Powers Strain to Maintain | {@dice d6} | 5 | 11 |
| 8 | + 3 | Psionic Powers Strain to Maintain | {@dice d6} | 5 | 12 |
| 9 | + 4 | Psionic Powers Strain to Maintain | {@dice d6} | 5 | 13 |
| 10 | + 4 | Psionic Powers Strain to Maintain | {@dice d6} | 6 | 14 |
| 11 | + 4 | Psionic Powers Strain to Maintain | {@dice d6} | 6 | 15 |
| 12 | + 4 | Psionic Powers Strain to Maintain | {@dice d6} | 6 | 16 |
| 13 | + 5 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 17 |
| 14 | + 5 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 18 |
| 15 | + 5 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 19 |
| 16 | + 5 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 20 |
| 17 | + 6 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 21 |
| 18 | + 6 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 22 |
| 19 | + 6 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 23 |
| 20 | + 6 | Psionic Powers Strain to Maintain | {@dice d8} | 6 | 24 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Startausrüstung
Klasseneigenschaften
Psionic Powers (Level 1)
With your psionic potential awakened, you can manifest powers through sheer force of will. See "Psionics" for the general rules of manifesting powers, and "Powers" for the list of powers you can choose from.
Manifestation Ability
Intelligence is your manifestation ability for your talent powers, letting the sheer might of your mind manipulate the world around you. You use Intelligence whenever a power refers to your manifestation ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a talent power you manifest and when making an attack roll with a talent power.
Power
Power
Manifestation Die
You have a manifestation die that you use when making manifestation tests (see below). At 1st level, your manifestation die is a d4. The die changes as you gain talent levels, as shown in the Manifestation Die column of the Talent table.
Manifestation Score
Every power of 2nd order or higher has a manifestation score equal to its order. A power's manifestation score increases by 1 for every other power you are concentrating on when you manifest it. For example, if you attempt to manifest the 2nd-order again power while concentrating on apparition and caress of fire, the manifestation score of again is 4.
Manifestation Tests
Whenever you manifest a power of 2nd order or higher, you must make a manifestation test at the end of the power's manifestation time. To make a manifestation test, roll your manifestation die and note the result:
If the roll is higher than the power's manifestation score, you manifest the power.
If the roll is equal to the power's manifestation score, you manifest the power, then gain 1 strain.
If the roll is lower than the power's manifestation score, you manifest the power, then gain strain equal to the power's order.
If the amount of strain you gain from manifesting a power would cause you to exceed your strain maximum (see "Strain" below), you can choose to either manifest the power then immediately die; or to not manifest the power, gain no strain, and drop to 0 hit points.
Strain
Manifesting psionic powers can put stress on a manifester's body, mind, and soul. The strain mechanic represents this stress for your talent character.
Strain Maximum
At 1st level, your strain maximum is 5. If your strain ever exceeds your strain maximum, you die. If you are returned to life after dying as a result of gaining strain, you return to life with strain equal to your strain maximum.
Your strain maximum increases as you gain talent levels, as shown in the Strain Maximum column of the Talent table.
Gaining Strain
Strain can manifest in three different ways for a talent:
When you gain body strain, your physical prowess is depleted.
When you gain mind strain, your mental fortitude weakens.
When you gain soul strain, your connection to self and reality weakens.
Whenever you gain strain, you choose which type of strain it is and how much strain is applied as that type. For example, if you gain 3 strain while manifesting a 3rd-order power, you can choose to gain all 3 strain as body, mind, or soul strain; you can gain 2 strain in body and 1 in mind; you can gain 1 strain each in body, mind, and soul; and so forth.
Strain Effects
As you gain strain, you gain detrimental strain effects as shown on the Talent Strain table. These effects are cumulative. For instance, if you have 3 body strain, you have disadvantage on Strength and Dexterity checks and your speed is halved.
| Strain | Body Strain Effects | Mind Strain Effects | Soul Strain Effects |
|---|---|---|---|
1 | Disadvantage on Strength and Dexterity checks | Disadvantage on Wisdom and Charisma checks | |
2 | No effect | No effect | No effect |
3 | Speed halved | Lose proficiency in all skills | Disadvantage on death saving throws |
4 | No effect | No effect | No effect |
5 | Disadvantage on Strength and Dexterity saving throws | −5 penalty to AC | Disadvantage on Wisdom and Charisma saving throws |
6 | No effect | No effect | No effect |
7 | Hit point maximum halved | Lose proficiency in all saving throws | When a supernatural effect causes you to regain hit points, you regain only half the amount you normally would |
8 | No effect | No effect | No effect |
That's a Lot of Effects!
Although a talent can gain a total of twelve strain effects, only the highest level talents need to worry about accumulating all those effects—and even then, they're tough enough to handle it. For example, as a 1st-level talent, you could have strain equal to your maximum of 5 and suffer only three strain effects, whether you take 2 body strain, 2 mind strain, and 1 soul strain, or all 5 strain in body, mind, or soul. As you advance in this class and your strain maximum grows, you'll be able to handle more strain effects and get used to the system.
The PDF version of this class includes a custom character sheet that makes it easy to track strain.
Optional Cosmetic Effects
Whenever you gain strain, you can also roll for or choose a cosmetic effect on the Optional Strain Effects table. These cosmetic effects don't impact game mechanics, but they can help you roleplay how taking on more strain feels to your character. You can easily create your own optional strain effects to be used in addition to or instead of the effects on the table.
| d8 | Effect |
|---|---|
1 | Your nose bleeds. |
2 | Your eyes become bloodshot. |
3 | Your breathing is labored. |
4 | You sweat profusely. |
5 | Your muscles ache. |
6 | You become unbearably hungry or thirsty. |
7 | You become more irritable. |
8 | You have a persistent headache. |
Reducing Strain
When you finish a short rest, you can spend Hit Dice to remove strain instead of using them to regain hit points. For each Hit Die spent this way, you lose 1 strain from body, mind, or soul (your choice). When you finish a long rest, your strain is reduced to 0.
Helping the Talent
During playtesting, other players often wanted to find ways to help a talent burdened with strain and its detrimental effects. Thankfully, this can be accomplished in several ways.
Using magic or other resources to restore hit points is a great help to a talent suffering from strain, because it means that during a short rest, the talent doesn't need to worry about spending Hit Dice to regain hit points and can reduce their strain instead. Likewise, spells such as enhance ability or expeditious retreat can minimize or compensate for the harmful effects of strain. Our playtests found that although most talents only rarely require such help, it's usually appreciated all the same.
1st-Order Powers
At 1st level, you know four 1st-order powers. You learn additional 1st-order powers of your choice at higher levels, as shown in the 1st-order Powers column of the Talent table. Manifesting 1st-order powers doesn't require a manifestation test.
Powers Known
At 1st level, you know two 2nd-order powers, which are the highest-order powers you can manifest. When you reach certain levels of this class, you can manifest powers of higher orders: 3rd-order powers at 5th level, 4th-order powers at 9th level, 5th-order powers at 13th level, and 6th-order powers at 17th level.
Learning New Powers
At 1st level, you can learn only 2nd-order powers, and can manifest 1st-order and 2nd-order powers. But as you increase in level, there is no limit to the number of powers of 2nd order or higher that you can learn. Whenever you are able to manifest powers of a particular order, you can learn powers of that order.
Each time you gain a level in this class, you can learn one new power of any order between 2nd and the highest order of power you can manifest. Additionally, when you gain a level in this class, you can choose one of the powers you already know and replace it with another power of the same order or lower (minimum 2nd order).
Learning from Others
Whenever another creature you can see within 30 feet of you manifests a psionic power of 2nd order or higher, and that power is one you can learn and don't already know, you can use a reaction to roll your manifestation die. If you roll higher than the power's baseline order (ignoring any order increase when the power is manifested), you begin to learn the power. If you roll lower than the power's baseline order, you fail to learn the power and can't attempt to do so again until you finish a long rest.
The Learning New Powers table shows how long it takes to learn a new power you have successfully observed. You must spend 1 hour doing nothing but practicing the power each day of the learning period, and you can't attempt to learn any other new powers during this time. This 1-hour period of practice can be undertaken as a short rest. If you fail to spend 1 hour each day of the learning period studying the power, or if you begin to learn a different power before the learning period is over, you must successfully observe the power once more before trying to learn it this way again.
| Order | Learning Period | Order | Learning Period |
|---|---|---|---|
2nd | 1 day | 5th | 12 days |
3rd | 4 days | 6th | 16 days |
4th | 8 days |
Starting at Higher Levels
If you're creating a new talent for a game that starts above 1st level, the GM can decide to give your character additional powers that have been learned after seeing them manifested by other talents or psionic creatures. As a guideline that your GM can adjust as desired, you gain a number of extra powers of 2nd order or higher equal to half your talent level.
This optional rule isn't necessary for your talent to maintain power parity with the rest of the characters in your party. Even if you never encounter another psionic creature to take advantage of being able to learn new powers by observation, you'll gain enough powers to stay impressive and impactful.
Strain to Maintain (Level 1)
Whenever you fail a Constitution saving throw to maintain concentration on one or more powers you gain from this class, you can gain strain to keep all the powers you are concentrating on active. This strain is equal to the sum of the order of those powers.
Psionic Specialization (Level 2)
You choose a psionic specialization based on the specialty that is the focus of your academy. Each specialization—Chronopath, Metamorph, Pyrokinetic, Resopath, Telekinetic, or Telepath—grants you unique features that reflect your training. Alternatively, if your character has eschewed the focused training of an academy, you can choose the Maverick specialization.
Your choice of specialization grants you features when you choose it at 2nd level and again at 6th, 10th, and 14th level.
Psionic Exertion (Level 3)
You can expend your energy to give your powers an extra effect. You gain one of the following Psionic Exertion options of your choice. You gain additional options at 7th, 11th, and 15th level.
You can use only one Psionic Exertion option on a power when you manifest it.
Destructive Power
When you roll damage for a power, you can gain strain equal to half the power's order (minimum 1 strain) to make half the damage dice you rolled deal the die's maximum value instead of the number rolled.
Dynamic Power
When a Medium or smaller creature is hit by an attack roll for a power you manifest or fails a saving throw against a power you manifest, you can gain 2 strain to move the target up to 15 feet in any direction or knock them prone. You can gain 3 strain to affect a Large creature with this Psionic Exertion option, or 4 strain to affect a Huge creature.
Expanded Power
After you make a manifestation test to manifest a power that creates an area of effect, you can gain strain equal to the power's order to double all dimensions of the area of effect.
Fascinating Power
When a creature fails a saving throw against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your talent level (or if its level is equal to or lower than your talent level, for creatures that don't have a challenge rating), you gain 2 strain and the target is charmed by you for 1 minute or until you or your companions do anything harmful to it. If the creature has a challenge rating or level higher than your talent level, you gain no strain and the target is unaffected.
A creature charmed in this way is friendly to you. When the condition ends for the target, they know they were charmed by you.
Halting Power
When a Medium or smaller creature fails a saving throw against a power you manifest, you can gain 2 strain to make the target restrained until the start of your next turn. You can gain 4 strain to affect a Large creature with this Psionic Exertion option.
Magnified Power
After you make a manifestation test to manifest a power that has a duration of 1 minute or longer, you can gain 1 strain to double its duration, to a maximum of 24 hours.
Alternatively, after you make a manifestation test to manifest a power that has a range of 5 feet or greater, you can gain 1 strain to double the range of the power. After you make a manifestation test to manifest a power that has a range of touch, you can gain 1 strain to make the range of the power 30 feet.
Overwhelming Power
When a creature succeeds on a saving throw against a power you manifest, you can gain strain equal to the power's order to force the creature to reroll the saving throw with a penalty equal to your proficiency bonus. The creature must use the new roll.
Shared Power
After you make a manifestation test to manifest a power that can target only one creature and doesn't create an area of effect, you can gain strain equal to the power's order to target a second creature in range with the same power.
Terrifying Power
When a creature fails a saving throw against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your talent level (or if its level is equal to or lower than your talent level, for creatures that don't have a challenge rating), you gain 3 strain and the target is frightened of you for 1 minute. If the creature has a challenge rating or level higher than your talent level, you gain no strain and the target is unaffected.
Whenever a creature frightened in this way takes damage, they make a Wisdom saving throw against your talent power save DC, ending the condition on themself on a success.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
3rd-Order powers (Level 5)
When you reach 5th level, you can learn and manifest 3rd-order powers.
Psionic Specialization feature (Level 6)
At 6th level, you gain a feature granted by your Psionic Specialization
Psychic Boost (Level 7)
You learn to focus your mind and draw forth reserved mental strength to replenish your body and brain. You can use a bonus action to remove strain equal to your proficiency bonus. Once you use this feature, you can't use it again until you finish a long rest.
You can use this feature twice between long rests starting at 12th level, and three times between long rests starting at 17th level.
Psionic Exertion improvement (Level 7)
At 7th level, you gain an additional Psionic Exertion option.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats feats rule, you can forgo taking this feature to take a feat of your choice instead.
4th-Order powers (Level 9)
When you reach 9th level, you can learn and manifest 4th-order powers.
Psionic Specialization feature (Level 10)
At 10th level, you gain a feature granted by your Psionic Specialization
Psionic Bastion (Level 11)
You gain mastery over your mind and emotions. You can't be charmed or frightened, and magic or psionics can't put you to sleep. Additionally, you have resistance to psychic damage.
Psionic Exertion improvement (Level 11)
At 11th level, you gain an additional Psionic Exertion option.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats feats rule, you can forgo taking this feature to take a feat of your choice instead.
Psychic Boost (two uses) (Level 12)
Starting at 12th level, you can use your Psychic Boost feature two times between long rests.
5th-Order powers (Level 13)
When you reach 13th level, you can learn and manifest 5th-order powers.
Psionic Specialization feature (Level 14)
At 14th level, you gain a feature granted by your Psionic Specialization
Psionic Exertion improvement (Level 15)
At 15th level, you gain an additional Psionic Exertion option.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
6th-Order powers (Level 17)
When you reach 17th level, you can learn and manifest 6th-order powers.
Psychic Boost (three uses) (Level 17)
Starting at 17th level, you can use your Psychic Boost feature three times between long rests.
Shielded Mind (Level 18)
Your mind instinctively shields you from danger. You have advantage on Intelligence, Wisdom, and Charisma saving throws, and you are immune to powers, spells, and other supernatural effects that allow other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Additionally, creatures can telepathically communicate with you only if you allow it.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ignore Strain (Level 20)
You use powers so frequently that your body has adapted to the strain put on them. Whenever you finish a long rest, choose body strain, mind strain, or soul strain. You ignore the effects of the chosen type of strain until you finish a long rest.
Multiklassen
Multiklassen-Voraussetzungen
{"int":13}
Unterklassen
Unterklassen-Eigenschaften
Chronopath
Chronopath (Level 2)
Your awakened mind manipulates the flow of time, making it simply another dimension that all things move through. Unlike you, most creatures go in one direction through time, but you can look and wander back and forth, slow it down, speed it up, or make it stand still. Chronopaths are sometimes called time masters, and those who follow the Chronopath specialization do so at the Academy of Time.
Chronopathy Adept
When you roll a manifestation die to learn a new chronopathy power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a chronopathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.
Rapid Manifestation
You cause time around you to shift, speeding up the amount of time it takes to manifest a power. When you manifest a power, you can use this feature to shorten its manifestation time in any of the following ways:
You manifest a power that normally requires a bonus action or a reaction (no action required). You can't cast a spell or manifest another power during the same turn, except for a cantrip with a casting time of 1 action or a 1st-order power with a manifestation time of 1 action.
You use a bonus action to manifest a power that normally requires an action.
You use an action to manifest a power that normally requires 1 minute.
If a power has a manifestation time greater than 1 minute, you can manifest it in half its normal time.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.
Decay (Level 6)
You rapidly advance the age of objects with your mind, causing them to turn to dust. You can use an action to gain 1 strain while touching a mundane object not carried or worn by another creature. If the object is Medium or smaller, it disintegrates into a pile of dust. If the object is Large or bigger, you disintegrate a 5-foot-cubic portion of the object.
Additionally, while touching a Construct, you can use an action to gain strain up to your proficiency bonus. The Construct must make a Wisdom saving throw against your talent power save DC, taking 2d10 necrotic damage for each strain you gain on a failed save, or half as much damage on a successful one.
Fickle Readiness (Level 10)
At the beginning of a fight, you bend time to your advantage. If you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn. You can also gain 1 strain to allow a surprised creature within 90 feet of you that you can see to act normally on their first turn.
Additionally, whenever you roll initiative, you can switch the initiative count of two creatures you can see within 90 feet of you that rolled initiative at the same time as you.
Time Pocket (Level 14)
You temporarily remove a creature from space and time with your mind. As an action, you gain 3 strain and focus your mind on bending time around a creature you can see within 120 feet of you, which must make a Charisma saving throw against your talent power save DC. On a failed save, the creature takes 6d10 psychic damage and disappears, reappearing at the end of your turn 1d4 + 1 rounds later. The creature reappears in the space it previously occupied, or the nearest unoccupied space. On a success, the creature takes half as much damage and their speed is halved until the end of their next turn.
Maverick
Maverick (Level 2)
You don't belong to a talent academy. Whether you rejected the offer when it came your way, or you don't even know such places exist, you make no special distinction between the powers you wield. By undertaking the Maverick specialization, you hone innate abilities that make any power you manifest more effective.
Raw Power
Your raw mental power hits your enemies harder. You can add your Intelligence modifier to one damage roll of any 1st-order power you manifest.
Reduce Stress
You have trained your mind to take on less stress. When you gain strain as a result of manifesting a power, you can halve the strain you gain, to a minimum 1 strain. Once you use this feature, you can't use it again until you finish a short or long rest.
Energy Unleashed (Level 6)
When your powers tax you, you release some of that debilitating energy out into the world. Whenever you gain strain, you can choose a creature you can see within 60 feet of you. That creature must succeed on a Wisdom saving throw against your talent power save DC or take 1d6 psychic damage for each strain you gain.
Strain Order of Operations
Whenever a feature, trait, or other option allows you to create an effect based on the amount of strain you gain, first apply any features, traits, or other options that reduce or increase strain before creating the effect. For example, if a maverick talent manifests a 4th-order power, rolls a 1 on their manifestation test, and gains 4 strain as a result, they can use all 4 strain to fuel their Energy Unleashed feature; or they can use their Reduce Stress feature to take only 2 strain, then use those 2 strain to fuel Energy Unleashed. They can't use Energy Unleashed first to deal full damage based on the strain they gained, then use Reduce Stress to eliminate some of that strain.
Shock Absorption (Level 10)
By making use of your psychic energy, you shield yourself from harm. Whenever you take damage, you can use your reaction to gain 1 strain and halve the damage.
Full Force (Level 14)
With intense focus, you pour all your might into a manifested power. When you deal damage with a power, you can deal maximum damage instead of rolling damage dice. Once you use this feature, you can't use it again until you finish a short or long rest.
Metamorph
Metamorph (Level 2)
Your brain allows you to alter a creature's body chemistry, letting you close wounds, grant superpowers, and even bring back the dead with a mere touch of the mind. Metamorphs are sometimes called changers, and those who make a formal study of the Metamorph specialization do so at the Academy of Body.
Metamorphosis Adept
When you roll a manifestation die to learn a new metamorphosis power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a metamorphosis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.
Psionic Toughness
Your touch enhances a creature's toughness. As an action, you touch one creature (which can be yourself) and confer the following benefits to them for 1 hour:
The creature's hit point maximum and current hit points increase by a number equal to your Intelligence modifier + your talent level (minimum 1).
The creature has advantage on death saving throws.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.
Mind Surgeon (Level 6)
By force of will alone, you close a creature's wounds or cure what ails them. As an action, you touch one creature (which can be yourself) and gain strain up to your proficiency bonus. For each strain you gain this way, the target regains 1d10 hit points, or you cure the target of one disease or neutralize one poison affecting them.
Super Senses (Level 6)
The psionic power flowing through your body heightens your senses. You add a bonus equal to your Intelligence modifier to Wisdom (Perception) checks and to your passive Wisdom (Perception) score.
Death Foiled (Level 10)
By expending psionic energy, you return a dead creature to life. After spending 1 hour concentrating on and touching the remains of a creature that died within the last 8 hours, you gain 8 strain, and the creature returns to life with 1 hit point. Any poisons or diseases that affected the creature when they died are neutralized or cured when they return to life. This power closes all mortal wounds and restores any missing body parts.
Additionally, if you die and can gain 8 strain without surpassing your strain maximum, you gain 8 strain and your remains reform 1 hour after your death. When your remains reform, you return to life as above.
You can use this feature to return a creature to life (including yourself) once, regaining the ability to do so when you finish a long rest.
Psionic Evolution (Level 14)
Any creature that benefits from your Psionic Toughness feature gains the following additional benefits for 1 hour:
The creature is immune to disease, poison damage, and the poisoned condition.
The creature's speed increases by 10 feet.
Once on each of the creature's turns when they deal damage to a target with an attack, power, or spell, they can deal extra psychic damage to the target equal to your Intelligence modifier (minimum 1 damage).
Pyrokinetic
Pyrokinetic (Level 2)
By interacting with the explosive energy found in all things, you can create and manipulate fire with your mind. To you, the flames you wield might be a beautiful work of art, a representation of your burning passion or rage, or simply a tool you use to do your job. Pyrokinetics are sometimes called burners, and those who take up the Pyrokinetic specialization do so at the Academy of Fire.
Flame On
As an action, you psionically create a ball of flame that appears on your body. The flame harms neither you nor your equipment, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can create only one flame at a time this way.
As part of the action used to create the flame, or as an action if you created the flame previously, you can make a melee or ranged power attack with it. If you make a ranged attack, you can hurl the flame at a target up to 60 feet away from you. On a hit, the target takes fire damage equal to 1d6 + your Intelligence modifier (minimum +1). Any flammable object hit by the flame ignites if it isn't being worn or carried.
The flame lasts until you make an attack with it or dismiss it (no action required). If you become incapacitated, the flame disappears.
As you reach higher levels in this class, this feature allows you to create more than one flame. When you attack while holding multiple flames, you do so with all of them at once, making separate attack rolls for each flame and directing them at one target or several. You can create two flames at 5th level, three flames at 11th level, and four flames at 17th level.
Pyrokinesis Adept
When you roll a manifestation die to learn a new pyrokinesis power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a pyrokinesis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.
Bend Flame (Level 6)
A mastery of pyrokinesis allows you to change flame into raw energy and bend it to your will. Whenever you manifest a pyrokinesis power, you can pick one of the following options:
You can change any fire damage dealt by the power to force damage.
Choose a number of creatures affected by the power equal to the power's order. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.
Heat Seeking (Level 10)
Your psionic fires can seek and destroy your targets. Ranged attacks you make with the flames created by your Flame On feature have a range of 120 feet. All attacks you make with your Flame On feature ignore half cover and three-quarters cover.
Additionally, the fire damage dealt by attacks made with your Flame On feature improves to 1d8 + your Intelligence modifier (minimum +1).
Immolate (Level 14)
Channeling your pyrokinesis powers lets you set your enemies ablaze. Once per turn when you deal fire damage to a creature with a pyrokinesis power or your Flame On feature, you can make the target catch fire for 1 minute. While on fire, a target takes fire damage equal to twice your proficiency bonus at the start of each of their turns. At the end of each of their turns, a target can make a Dexterity saving throw against your talent power save DC, extinguishing the fire on themself on a success.
Resopath
Resopath (Level 2)
Through sheer force of will, you create and reshape objects and creatures, literally making your dreams and your enemies' nightmares come true. Resopaths are sometimes called makers, and those who enter the Resopath specialization do so at the Academy of Creation.
Manipulate Terrain
You can shape the terrain around you, making it disadvantageous for your enemies by creating grasping hands, sentient vines, or other hindrances. As a bonus action, choose a point on the ground you can see within 60 feet of you. A 20-foot-square area centered on that point becomes difficult terrain for creatures of your choice. The effect remains in the area for 1 minute, or until you use this feature again.
Once the area is established, you can use a bonus action each round to move the area up to 20 feet, or to move one willing creature you can see within the area to any unoccupied space within the area.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.
Resopathy Adept
When you roll a manifestation die to learn a new resopathy power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a resopathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.
Manifest Ally (Level 6)
The power of your mind creates one or more living creatures that come to your aid. As a bonus action, you gain strain to create a soulless creature with the statistics of a Beast of your choice, whose challenge rating is no higher than your talent level divided by 3 (rounded down). The strain you gain equals the creature's challenge rating (minimum 1).
The creature appears in an unoccupied space of your choice within 30 feet of you that you can see, and acts after you on your initiative count. The creature can understand any languages you speak and follows your commands to the best of their ability. If you don't issue any commands to the creature, they defend themself from hostile creatures but otherwise take no actions. Your manifested ally disappears if they are reduced to 0 hit points, if you die, if you use this feature again to create another ally, or after 10 minutes.
Imagination Creation (Level 10)
You make objects you need appear from nowhere. As an action, you create any Large or smaller mundane object, which appears in an unoccupied space within 5 feet of you, with you touching the object. You can use this feature to create a copy of any object you have touched, such as a key or a statue of a specific dragon. This feature can't be used to make functional spell components.
The object you create disappears if you stop touching it for 5 minutes or until you use this feature again. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.
Nightmare Terrain (Level 14)
Terrain you shape with your mind is capable of harming your enemies. At the start of each of your turns while your Manipulate Terrain feature is active, you can select up to three creatures you can see in the area affected by that feature and shape the ground around them into attacking weapons (no action required). Each creature must succeed on a Dexterity saving throw against your talent power save DC or take bludgeoning, piercing, or slashing damage (your choice) equal to your talent level.
Telekinetic
Telekinetic (Level 2)
Your psionic powers allow you to physically manipulate other objects and creatures. All the world is a puppet show and you are the puppet master, pulling invisible strings that can send stones, people, and even buildings flying. Telekinetics are sometimes called movers, and those who undertake the Telekinetic specialization do so at the Academy of Motion.
Invisible Armor
By altering the arc of incoming attacks, you ward yourself or your allies against those attacks. When you or a creature you can see within 30 feet of you is hit by an attack, you can use a reaction to give the target of the attack a bonus to AC. This bonus is equal to your Intelligence modifier (minimum 1), is effective against the triggering attack, and lasts until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.
Telekinesis Adept
When you roll a manifestation die to learn a new telekinesis power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a telekinesis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.
Strong Mind (Level 6)
Whenever you manifest a power that allows you to move one or more creatures or objects, you can increase the distance the power allows you to move the targets by 10 feet.
Additionally, when you make a Strength or Dexterity saving throw, you can gain 1 strain to make an Intelligence saving throw instead.
Reflective Armor (Level 10)
Enemies feel your power when their attacks are reflected back at them. When you use a reaction to activate Invisible Armor and the triggering attack misses, you can make a power attack roll against the creature that triggered the reaction. If your attack hits, the target is hit by the triggering attack and takes extra damage equal to your Intelligence modifier (minimum 1).
Mind Wings (Level 14)
The might of your mind allows you to move yourself and your allies with ease. You gain a flying speed of 60 feet.
In addition, as a bonus action, you can move a willing creature you can see within 60 feet of you up to 15 feet in any direction, including up. A creature moved up begins to fall as soon as that movement ends.
Telepath
Telepath (Level 2)
Your psionic powers read and manipulate the minds of others. With only a thought, you can communicate with people silently over great distances, uncover hidden secrets, and turn enemies into friends. Telepaths are sometimes called readers, and those who make a formal study of the Telepath specialization do so at the Academy of Mind.
Greater Telepathy
You gain the ability to telepathically communicate at will. You can speak telepathically to any creature within 30 feet of you, which understands you whether or not the two of you share a common language. You can communicate even with creatures that have a low Intelligence or that understand no languages, and can speak telepathically in this way to one creature at a time.
Additionally, as an action, you can forge a telepathic link with other willing creatures of your choice within 30 feet of you, up to a total number of creatures equal to your Intelligence modifier. This link lasts for 1 hour. You and any of the targets can communicate telepathically with each other through the bond, whether or not you share a common language. Once this telepathic link is established, communication is possible over any distance, though it can't extend to other planes of existence. If you are incapacitated or die, the telepathic link ends.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest. If you create a telepathic link with this feature while an existing link is already active, the first link ends.
Telepathy Adept
When you roll a manifestation die to learn a new telepathy power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a telepathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.
Emotional Intelligence (Level 6)
Your awakened mind is acutely sensitive to the emotions of others. Whenever you make an ability check that makes use of the Deception, Insight, Intimidation, or Persuasion skills, you gain a bonus to the check equal to your Intelligence modifier (minimum +1).
Not in the Face (Level 6)
Your foes develop an overwhelming sympathy for you thanks to your telepathy powers. When a creature fails a saving throw against a power you manifest, you can momentarily flood the creature with conflicting emotions that prevent them from attacking you until the start of your next turn. Creatures that can't be charmed are immune to this effect.
Shared Connection (Level 10)
You can facilitate an incredible psychic connection between yourself and other creatures. When you forge a telepathic link with your Greater Telepathy feature, each linked creature gains the following benefits:
The creature can choose to hear, smell, and see what any other linked creature experiences.
Each creature can take the Help action as a bonus action to aid another linked creature.
A creature can use the Help action to grant advantage on another linked creature's attack roll even if the creature taking the Help action isn't within 5 feet of the target of the attack.
Truth Hurts (Level 14)
As you open up the minds of your enemies, you cause their secrets to spill forth. Whenever a creature fails a saving throw against a telepathy power you manifest, you can choose one of the following options:
You gain any amount of strain, then deal psychic damage to the creature equal to 2d8 for each strain you gain this way.
You gain 2 strain to telepathically ask the creature one question, which they answer telepathically, honestly, and fully to the best of their ability. A creature that can't be charmed is immune to this effect.