The Savant Creeping through the tunnels of an abandoned mine with her companions, a tattooed woman suddenly signals a stop. She turns to an empty passageway and holds up a hand. A barrage of arrows from hidden goblins stop in midflight and drop to the ground harmlessly. A gnome closes his eyes and places a hand on a prisoner's head, who begins to writhe and squirm. A minute later the gnome withdraws his hand and opens his eyes. He's gained the knowledge he needs. A tiefling surveys the battle before her with an all-knowing gaze. She draws her bow to her cheek and begins to loose arrows. They fly with unnatural accuracy, missing her allies by inches and striking eyes, vital organs, and unarmored spots on her enemies without fail. A half-elf walks through an ancient battlefield. He finds a rusted sword hilt. Taking it in his hands, he closes his eyes and painstakingly retraces the steps of its former wielder, in the battle and then the days and weeks preceding it. Conventional magic is well-known in the worlds of D&D, but there is also a different kind of magic, born of the unique combination of mind, body, and soul that mortal creatures possess. Savants are individuals who have unlocked something within themselves and are able to access this magic. Sometimes called psionics, this magic is internal like that of a sorcerer, but takes rigorous study and discipline to master like a wizard's. Savants most often begin to access their talents around adolescence, but the ability can awaken later in life for some (often after a traumatic event or near-death experience). Mind, Body, and Soul Savants are individuals who have such a powerful sense of self that they can form their own magic and use it to influence their own bodies, the world around them, and the bodies, minds, and souls of others. Due to the harmony between body, mind, and soul that gives them their powers, savants often assign special importance to the number three. Savants tend to be inquisitive and dedicated, always pushing the boundaries of their own knowledge and willing to go to extreme measures to do so. Savants also tend to be incredibly confident, which is a natural byproduct of the very fabric of reality often bending to their wishes. Savants as Adventurers Savants are very rare in the world. Their abilities often manifest at an early age and are seldom understood by common folk. Many fledgling savants are bundled up and sent off to wizarding school, or even driven from their communities in particularly intolerant societies. Savants have many reasons for adventuring, but foremost among them is self-discovery. The drive to understand their powers, the world, and the place in it drives many savants. Others love to get away from civilization and spend time in the relative quiet of the wilderness, where the thoughts and emotions of others aren't constantly intruding in their mind. Still others seek to use their powers to get ahead in life. Like sorcerers and wizards, savants bring a wide breadth of abilities to an adventuring party. Their ability to reach out with their consciousness can also emulate the influencing and lore magic of bards.

The Savant Level Proficiency Bonus Features Talents Known Powers Known Focus Points Max Power Level 1st +2 Psychic Powers, Soul Whip 2 2 3 1st 2nd +2 Savant Predisposition 2 3 4 1st 3rd +2 - 2 3 6 2nd 4th +2 Ability Score Improvement 2 4 7 2nd 5th +3 Awakening 2 4 8 3rd 6th +3 Savant Predisposition feature 3 5 9 3rd 7th +3 - 3 5 11 4th 8th +3 Ability Score Improvement 3 6 12 4th 9th +4 - 3 6 14 5th 10th +4 Savant Predisposition feature 4 7 15 5th 11th +4 Minor Psychic Manifestation 4 7 16 6th 12th +4 Ability Score Improvement 4 8 17 6th 13th +5 Lesser Psychic Manifestation 4 9 18 7th 14th +5 Savant Predisposition feature 5 10 19 7th 15th +5 Major Psychic Manifestation 5 11 20 8th 16th +5 Ability Score Improvement 5 12 21 8th 17th +6 Greater Psychic Manifestation 5 13 22 9th 18th +6 Savant Predisposition feature 6 14 23 9th 19th +6 Ability Score Improvement 6 15 24 9th 20th +6 Harmonic Convergence 6 16 25 9th

Savants in the World The base assumption for the savant class is that it's quite rare in the world, but this shouldn't stop DMs from inserting savant NPCs into a campaign if they so choose. A savant NPC's personality and predisposition will greatly influence what role it plays in the campaign and how it will potentially interact with the party. Akashics function best around people. With their ability to learn new skills instantly, akashics can form guilds in the largest cities of your world, hiring out their supremely-adaptable members as needed. While akashics can never duplicate the skill of true masters, their adaptability and diverse set of skills command exorbitant prices - not to mention the knowledge they have access to. The party might need to hire an akashic to help them with a quest or for information. Akashics often develop strict personal or professional codes about how they use the information the akashic memory affords them - those that don't often end up joining the akashic memory themselves! Ciphers also function best around people. Ciphers are often employed by city and kingdom governments, either individually as special investigators or elite bounty hunters, or in an organization of secret police. Ciphers could also organize their own guild, or find employ with the local thieves' guild. A cipher NPC of this nature might know thieves' cant and could be hired to spy on or steal something from the party. Mindbreakers, as one would expect, best fulfill the role of a direct opponent of the party. In society, mindbreakers can fill the same role as war wizards, or they might hire themselves out as a mercenary. Mindbreakers are also the savants most likely to turn to evil, enslaving or destroying their enemies as they see fit. Psychosomatic warriors can fill a similar role as monks. While some may live solitary lives, most psychosomatic warriors want opponents with which to spar and to test themselves against. Psychosomatic warriors can organize into monastery-like orders, or they can also wander the world testing themselves and potentially acting as a mentor or temporary ally to the party. Creating a Savant The most important question when creating a savant is how you intend to you use your powers. Some savants focus on the study of the mind, using their powers to influence others and expanding their own consciousness to mingle with the shared memories of all life. Some focus on studying and mastering physical combat, turning their mind, body, and soul into a single entity in battle. These savants gain preternatural accuracy, awareness, and efficiency of movement with physical weaponry. Other savants specialize their skills even further: some for perception, investigation, and subterfuge, and others to destroy the minds or souls of their foes with psychic onslaughts. How did your savant grow up? Were you born in a large city, where your powers were as accepted as those of a wizard or sorcerer? Or were you born in a place where your talents were treated as witchcraft or worse? Did you spend your early years mistakenly sent to a wizarding school? Did you hide your powers, only revealing them to your parents and close friends? How did they react? Or did you never reveal your powers, eventually leaving home to gain an understanding by yourself? Were you self-taught, or were you lucky enough to find another savant to teach you? The answers to these questions can help you build your background and shape the choice of your savant predisposition and the powers you choose to learn. Quick Build You can make a savant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the minor telekinesis and feel light talents, along with the soul shock and circadian adjustment powers. Class Features As a savant, you gain the following class features. Hit Points Hit Dice: 1d8 per savant level

1d8 per savant level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Intelligence and your choice of Constitution or Wisdom

Intelligence and your choice of Constitution or Wisdom Skills: Choose three skills from Arcana, Deception, History, Insight, Investigation, Medicine, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple melee weapon or (b) a light crossbow and 20 bolts

(a) a scholar's pack or (b) an explorer's pack

Leather armor and two daggers Psychic Powers Much like spellcasters cast spells, you use powers that come from the energy of your body, mind, and soul. See chapter 10 of the Player's Handbook for the general rules of spellcasting; the use of your powers mimics spellcasting unless otherwise noted below, including the rules for concentration. The savant powers are listed and described at the end of the savant class description.

Your powers cost focus point to use, with higher-level powers costing more focus points, as shown in the table below. You can often use a lower level power with a higher level effect by spending the appropriate amount of focus points. These scenarios are outlined in the description of each psychic power. The Max Power Level column of the savant table lists the maximum level to which you can boost lower-level powers by spending additional focus points. Psychic Power Cost Power Level Focus Point Cost 1st 2 2nd 3 3rd 5 4th 7 5th 9 6th * 11 7th * 13 8th * 15 9th * 18 Note there are no 6th, 7th, 8th, or 9th level savant powers that cost focus points; these costs are only shown for the option of using additional focus points to increase the effect of powers as noted above. Unless otherwise noted, savants never need a spell focus or material components for their powers. Savants often train themselves on the use of their abilities with specific phrases and movements, so verbal and somatic components are often required. Some powers require no components; these can be activated with nothing but a thought. Powers Known At 1st level, you know two powers of your choice from the savant power list at the end of this class description. The Powers Known column of the savant table shows when you learn more psychic powers of your choice. The Max Power Level column shows the maximum level of new powers you can learn. When your Max Power Level increases (up to a maximum of 5th level), you also automatically learn the specific powers for your predisposition for that level. Additionally, when you gain a level in this class, you can choose one of the psychic powers you know and replace it with another power of a level you can learn from the savant power list. Power Ability Intelligence is your power ability for your psychic powers, so you use your Intelligence whenever a power refers to your power ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psychic power you use and when making an attack roll with one, or with your Soul Whip.

Power save DC = 8 + your proficiency bonus + your Intelligence modifier Power attack modifier = your proficiency bonus + your Intelligence modifier Psychic Powers and Magic Unlike psionics in some previous editions of D&D, the psychic powers presented herein are magic - but they are not spells. As such they are subject to spells and effects that detect, dispel, and otherwise interact with magic (i.e., detect magic, dispel magic, etc.) but are not subject to spells and effects that specifically interact with spells. For example, psychic powers cannot be affected by counterspell. In a similar vein, the psychic powers presented herein do not interact with the Spellcasting and Pact Magic features for savants who have levels in one or more spellcasting class, nor do they interact with other class features that apply to spells or spell slots such as the sorcerer's Metamagic feature or the wizard's Arcane Recovery feature. Focus Points The power of your magic comes from your own consciousness and your ability to look inward and shape the world to what you see in your mind's eye. Your access to this magic is represented by a number of focus points. You begin play with 3 focus points as shown in the Focus Points column of the savant table. You can use these points to fuel your powers, as well as various features detailed below and in the four savant predisposition descriptions. Through the use of your Soul Whip ability, you also gain focus points when you deal damage in battle. You can never have more focus points than twice the number shown on the table in the Focus Points column for your level. When you finish a short or long rest, your focus points reset to the total shown in the Focus Points column. Psychic Talents In addition to psychic powers, you also have minor but useful psychic talents. These talents are often the first way you displayed your talent as a child, or the first way your latent psychic potential began to manifest for those savants who acquired their talents later in life. You begin play knowing two talents, and as you explore the limits of your abilities you learn more talents, as shown in the savant table. Talents do not cost focus points to use and are described at the end of this class description. Soul Whip One of the first uses of their ability that all savants learn is how to lash out with pure psychic energy, either in self-defense or as a way to bend others to their will. Your Soul Whip drains some of the target's psychic essence and uses it to bolster your own.

As an action you make a power attack roll against a creature you can see, which can be a melee power attack or a ranged power attack with a maximum range of 30 feet. If you hit, you deal 1d8 psychic damage. Your Soul Whip damage dice increase to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You generate one focus point if your Soul Whip hits, and two focus points if it is a critical hit. Your total focus points can never exceed twice the number in the Focus Points column of the savant table, no matter how many Soul Whips you perform. When you finish a short or long rest, all focus points accumulated this way are lost, and your focus point total resets to the number shown in the Focus Points column of the savant table. Savant Predisposition At 2nd level, you have discovered a natural predisposition for your talents. You become either an akashic, a cipher, a mindbreaker, or a psychosomatic warrior, each of which is detailed below. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. Each savant predisposition also has unique powers that are automatically learned by members of that predisposition. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score beyond 20 using this feature. Awakening At 5th level, much like you discovered a natural predisposition for how you use your powers, you also discover a natural aptitude for one of the three disciplines savants seek to master: body, mind, or soul. You gain one of the following features of your choice. Awakened Body While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Intelligence modifier. In addition, you gain a benefit based on your savant predisposition. Akashic. Choose Strength, Dexterity, or Constitution. Once you have been forced to make one saving throw using your chosen ability, you have advantage on all subsequent saving throws using that ability until you finish a long rest. You can choose a different ability when you finish a long rest. Cipher. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Mindbreaker. Your hit point maximum increases by 5 and increases by 1 again whenever you gain a level in this class. Psychosomatic Warrior. Your movement speed increases by 10 feet. Awakened Mind You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic words, but the creature must be able to understand at least one language. In addition, you gain a benefit based on your savant predisposition. Akashic. You can use your action to end one effect on yourself that is causing you to be charmed or frightened. Cipher. You can use the extrasensory perception power at will. Mindbreaker. When you roll a 1 or 2 on a damage die when you deal psychic damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. Psychosomatic Warrior. You gain resistance to psychic damage. Awakened Soul Beasts and plants with an Intelligence score of 4 or less and a Challenge rating equal to or lesser than your savant level are naturally friendly towards you. They will not attack you unless magically compelled to do so, or you or your allies attack them first or otherwise antagonize or threaten them. In addition, you gain a benefit based on your savant predisposition. Akashic. You can use the soul reading power at will. Cipher. When you score a critical hit with your Soul Whip, it restores 3 focus points instead of 2. Mindbreaker. Creatures damaged by your Soul Whip within the past 24 hours have disadvantage on saving throws to avoid be charmed, dominated, or frightened by you.

Psychosomatic Warrior. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Constitution score

Intelligence score

Wisdom score

Armor Class

Current hit points Psychic Manifestation At 11th level, your burgeoning psychic powers can be used for one powerful and spontaneous manifestation. Choose one power on the Minor Psychic Manifestation list to learn; this power does not count against your limit of powers known. You can use this power once without expending focus points. You must finish a long rest before you can do so again. At higher levels, you gain more powerful Psychic Manifestations that can be used in this way: one Lesser Psychic Manifestation at 13th level, one Major Psychic Manifestation at 15th level, and one Greater Psychic Manifestation at 17th level. You regain all uses of your Psychic Manifestations when you finish a long rest. Harmonic Convergence At 20th level, your body, mind, and soul are in perfect balance and fully awakened, becoming more than simply the sum of their parts. Your Constitution, Intelligence, and Wisdom scores increase by 2 each, and your maximum for those scores is now 22. Savant Predispositions While all savants share many of the same powers and abilities, there exist several predispositions within their ranks. These are natural inclinations to learn, study, and use powers and abilities with a specific focus in mind. These predispositions can be formed by an individual savant's upbringing, personality, or can simply represent a natural aptitude towards a certain kind of psychic talent. Akashic Akashics focus on the mental aspect of their talents, specifically memory and emotion. They are the only savants who have learned how to consciously tap into the mysterious akashic memory. Akashic-Specific Powers Power Level Powers 1st akashic understanding, object reading 2nd calm emotions, detect thoughts 3rd akashic translation, soul link 4th legend lore, soul seeking 5th akashic vision, modify memory Mental Focus When you discover this predisposition at 2nd level, your intellect has developed to the point that it rarely fails you. You make Intelligence saving throws with advantage, and you can add half your proficiency bonus (rounded up) to Intelligence checks of any kind (stacking with your normal proficiency bonus for Intelligence skills you are proficient with). Akashic Memory At 6th level, you can access and sift through the akashic memory. When you fail an Intelligence check, you can spend 1 focus point and 1 minute to take 20 on the roll instead. Additionally, as a bonus action you can suffer a 3-point reduction to your maximum focus points to gain proficiency in any weapon, armor, skill, instrument, tool, or vehicle. You must have at least 3 focus points remaining to use this feature. You retain this proficiency until you end the effect as a bonus action, at which time your focus point maximum returns to normal. You can gain a number of proficiencies at any one time in this manner equal to half your Intelligence modifier (rounded down). The Akashic Memory The akashic memory is a compendium of all the thoughts, emotions, and experiences ever held by living beings. The akashic memory is thought to reside on the Astral Plane. Searching the many trillions of records in akashic memory for the answer to specific questions is incredibly difficult. Using powers such as legend lore and akashic vision are one way to do so; these abilities provide a fulcrum for searching the akashic memory, letting the akashic fine tune their search. Wizards also unknowingly view glimpses of the akashic memory when they cast their legend lore spell. Akashics, through rigorous study and mental discipline, are also able to access the akashic memory in a much broader sense. Instead of focusing on a specific notable person or object, akashics can have a general question in mind ("How do I use this weapon?") and the akashic memory provides the answer. Reactive Insight Also at 6th level, when you fail a saving throw forced by a creature or when a creature critically hits you, your subconscious instinctively reaches into the akashic memory for aid. You gain a +2 bonus to saving throws and AC against that creature's subsequent spells, effects, and attacks, and a +2 bonus to attack rolls against that creature. These bonuses last until this feature activates against a different creature, or until you finish a long rest. Improved Soul Whip At 10th level, when you use Soul Whip, add your Intelligence modifier to the damage it deals on a hit.

Perfect Recall At 14th level, your experience accessing the akashic memory has expanded your mind, improving your own memory as a result. You can recall with perfect accuracy anything you have read, place you have seen, person you have met, or conversation you have had within the past 30 days. Beyond 30 days, you can make an Intelligence check to recall the information, with a DC of 10 for between 31 and 60 days, and increasing by 5 for each additional 30 days that have passed. You can also spend 1 focus point to give yourself advantage on this check. Akashic Master At 18th level, you have mastered the akashic memory; accessing it comes as easily to you as breathing. As an action you can gain proficiency in one of the following: all weapons, all armor and shields, any tool, any vehicle, any instrument, or any skill. The proficiency lasts until you use this feature to select a new proficiency. Cipher Ciphers are specialized savants that have honed their abilities to focus on extraordinary abilities of perception, investigation, and subterfuge. They also specialize in affecting the perception of others. These savants often find work as investigators, bounty hunters, spies, and even assassins. Cipher-Specific Powers Power Level Powers 1st chameleon power, danger sense 2nd locate object, extrasensory perception 3rd conceal self, conceal soul 4th soul seeking, truth sense 5th greater clairvoyance, thought extraction Psychic Intuition When you discover this predisposition at 2nd level, you gain the ability to fine-tune your senses. When you make an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Insight) check, you can spend 1 focus point to double your proficiency bonus. Additionally, you can spend 1 focus point to make an Intelligence (Investigation) check as a bonus action in combat, with a DC of your target's AC. If successful, you have advantage on your next attack roll against that target, or it has disadvantage on its next saving throw against your psychic powers (your choice). Bonus Proficiencies Also at 2nd level, you unconsciously access the akashic memory and gain proficiency in two of the following skills with which you do not already have proficiency: Investigation, Perception, Insight, Intimidation, and Stealth. Instinctive Analysis At 6th level, you are so experienced with analyzing situations and potential opponents that you can do so subconsciously. Once you have spent at least 1 minute in the company of a creature, you have advantage on Wisdom (Insight) checks made against its Charisma (Deception) checks. Once you have spent at least 1 round in combat with a creature, your attack rolls score a critical hit on a roll of 19 or 20. Once you have spent at least 1 hour in a dungeon or similar locale, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to find or notice traps or natural hazards. Improved Soul Whip At 10th level, as a bonus action in combat you can make an Intelligence (Investigation) check against an opponent, with a DC of the opponent's AC. If the check is successful, the next Soul Whip you use against that target that hits is automatically a critical hit. You can use this feature once per target per 24 hours. Psychic Interrogation At 14th level, you can spend 1 focus point to impose disadvantage to saving throws one or more creatures must make against the effects of the truth sense and thought extraction powers (spending 1 focus point per saving throw per creature). Clairsentience At 18th level, when you make an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Insight) check, if you roll less than the relevant ability score on the check consider your roll to be your Intelligence score. Your passive Perception score also becomes 20 plus your Perception modifier. Mindbreaker Mindbreakers are savants that have honed their abilities for combat. Unlike psychosomatic warriors, mindbreakers use the pure power of their mind to disable and destroy their opponents, often eschewing physical weaponry. Mindbreakers also have the most lethal Soul Whips of any savants. Mindbreaker-Specific Powers Power Level Powers 1st mind wave, tenuous grasp 2nd fractured volition, mind blades 3rd metabolic drain, mind lance 4th detonate, soul ignition 5th mind plague, silent scream Amplified Soul Whip When you discover this predisposition at 2nd level, you can convert focus points into raw damage. When you use your Soul Whip ability, you can expend focus points to increase its damage. Each focus point spent adds an extra 5 psychic damage to your Soul Whip. You can spend up to your Intelligence modifier in focus points per use of this feature. Psychic Backlash At 6th level, whenever a creature within 30 feet of you forces you to make a saving throw with which you are proficient, if your saving throw is successful you can use your reaction to attack that creature with your Soul Whip.

Improved Soul Whip At 10th level, your Soul Whip damage dice become d10's. Psychic Intimidation At 14th level, as a bonus action you can spend 2 focus points to create an aura of palpable menace around yourself. Until the end of your next turn, attack rolls against you from creatures that can see you have disadvantage. Creatures immune to being frightened are not affected by this feature. Additionally, you can make Intimidation checks with Intelligence, and have advantage on any such checks. Consumptive Metamorphosis At 18th level, you have learned a dangerous method of cannibalizing your body's energy to amplify your powers. As a bonus action, you can undergo the metamorphosis. For 1 minute or until you end the effect as a bonus action, you gain the following effects: You spend hit points instead of focus points to fuel your psychic powers.

If you do not spend at least 1 focus point on your turn, you take 3 points of psychic damage.

You can use your Soul Whip as a bonus action.

When you roll a 1 or a 2 on a damage die for a power or attack that deals psychic or force damage, treat that die as a 3. After you have used this feature, you must complete a long rest before you can use it again. Psychosomatic Warrior Psychosomatic warriors use their mind and soul to augment their body, while also rigorously training to improve their martial skill. They often gather in monk-like cloisters to share their knowledge and test their skills against one another. Psychosomatic Warrior-Specific Powers Power Level Powers 1st kinetic infusion, speed enhancement 2nd pain link, psychovampiric shield 3rd adrenaline control, cell adjustment 4th body control, flesh armor 5th body equilibrium, tactical meld Bonus Proficiencies When you discover this predisposition at 2nd level, you unconsciously access the akashic memory and gain proficiency in martial weapons, medium and heavy armor, and shields. Fighting Style Also at 2nd level, you discover a particular style of fighting that naturally suits you. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Psychic Combat At 6th level, you have mastered using your psychic power to aid you in combat, gaining the following benefits. Focused Strikes. When you use the Attack action, you can choose to spend 1 focus point to make two weapon attacks, instead of one. If you do not choose to do so, you regain 1 focus point if your attack hits. Preternatural Accuracy. Each time you use the Attack action, you can spend 1 focus point to give yourself advantage on all attack rolls you make as part of that Attack action. Damage Amplification. Each time you hit with a weapon attack, you can spend 2 focus points to deal maximum damage on the weapon damage dice instead of rolling. This includes weapon damage dice for a critical hit but not abilities that add extra dice to critical hits such as the half-orc racial and barbarian class feature, nor does it include any other dice that are rolled as an additional part of the attack, such as a paladin's Divine Smite, a rogue's Sneak Attack, a spell or item effect, etc. Improved Soul Whip At 10th level, you have learned to harness the power of your Soul Whip to a physical weapon. When you use your Soul Whip feature, instead of making a power attack roll you can make a melee or ranged weapon attack with a weapon you are holding and proficient with. If the attack hits, it inflicts your Soul Whip damage in addition to the normal weapon damage, and you regain focus points as per the Soul Whip rules. Combat Precognition At 14th level, you add your Intelligence modifier to your Initiative rolls in addition to your Dexterity modifier. In addition, you can spend 1 focus point to act normally when surprised in combat.

Soul Weapon At 18th level, as a bonus action you can create a weapon of pure soul energy. You are proficient with the weapon, and it takes any form you wish. The weapon can be melee or ranged. If the weapon is ranged, you also automatically create ammunition for it each time you attack. You cannot be disarmed while you hold the soul weapon, but it disappears if you voluntarily let go of it. The weapon lasts 1 minute and you must concentrate on it like a psychic power. Each hit deals 1d12 + your Intelligence modifier force damage and restores 1 focus point. After you use this feature, you must finish a long rest before you can use it again. Savants and Multiclassing Savant Multiclass Prerequisites Class Ability Score Minimum Savant Intelligence 13 Savant Multiclass Proficiencies Class Proficiencies Gained Savant Light armor, one skill from the class's skill list As noted on page 4, the savant's Psychic Powers class feature does not interact with the Spellcasting or Pact Magic class features, nor do class features such as the sorcerer's Metamagic or wizard's Arcane Recovery interact with psychic powers or focus points. Psychic Talents Talents Control Flames Feel Light Feel Sound Hear Light Minor Telekinesis See Sound Shape Water Psychic Powers Each savant predisposition also has unique powers that members of that predisposition automatically learn. These powers are listed in the description of each predisposition. 1st Animate Weapon Antipathetic Field Ballistic Telekinesis Catfall Circadian Adjustment Combat Mindweb Conceal Thoughts Empathic Bond Empathy Heightened Senses Phobia Amplification Psychic Scream Psychometabolic Disruption Soul Reading Soul Shock Thought Translation 2nd Dimension Walk Eyestrike Gravity Adjustment Injected Reality Mental Binding Psychic Weapon Soul Fragment Suggestion Telekinetic Wind Whisper of Treason 3rd Clairvoyance Forced Stasis Metabolic Drain Psychokinetic Barrier Recall Agony Secret Horrors Send Thoughts Stasis Shell

4th Animate Shadow Animate Water Body Attunement Compulsion Confusion Dominate Beast Phantom Foe Psychokinetic Binding Telepathic Link Wild Leech 5th Animate Objects Circadian Link Control Wind Disintegration Dominate Person Forced Behavior Greater Telekinesis Project Force Telepathic Mindweb Thought Extraction Psychic Manifestations Minor Psychic Manifestations Mass Suggestion Metabolic Parasite Puppet Master Third Eye Lesser Psychic Manifestations Going Between Forcecage Psychic Projection Reverse Gravity Major Psychic Manifestations Dominate Monster Feeblemind Mental Fortress Ringleader Greater Psychic Manifestations Defensive Mindweb Precognition Psychic Injection Power Descriptions The savant powers are presented in alphabetical order. Adrenaline Control 3rd level, psychosomatic warrior only Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 1 minute Until the power ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Soul Whip, or Use an Object action. When the power ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. Akashic Translation 3rd level, akashic only Activation Time: 1 action

1 action Range: Self

Self Components: V

V Duration: 1 hour This power grants you the ability to understand any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say. Akashic Understanding 1st level, akashic only Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This power doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language. Akashic Vision 5th level, akashic only Activation Time: 1 minute

1 minute Range: Self

Self Components: V, S

V, S Duration: See below Using this power, you can access the akashic memory and call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time.

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. Animate Objects 5th level Activation Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Objects come to life at your command, imbued with tiny fractions of your soul. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, and Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the power ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this power if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete or the power ends. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At Higher Levels. When you use this power using focus points for a power of 6th level or higher, you can animate two additional objects for each power level above 5th. Animate Shadow 4th level Activation Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You animate the shadow of any creature or object within range. The shadow has a life of its own, and can move away from the creature or object that cast it. It must, however, remain flatly cast along a surface. It can never be more than two-dimensional.

As a bonus action, you can mentally command the shadow you made with this power if the shadow is within 500 feet of you. You decide what action the shadow will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the shadow only defends itself against hostile creatures. Once given an order, the shadow continues to follow it until its task is complete or the power ends. Animated Shadow Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 2d4 + 4 damage 4 18 Small 25 16 +6 to hit, 2d6 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d8 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated shadow is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. It has blindsight and darkvision with a radius of 30 feet and is blind beyond that distance. When the animated shadow drops to 0 hit points it disappears and reappears as a normal shadow behind the creature or object that normally cast it. If you command the shadow to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and psychic damage determined by its size. Animate Water 4th level Activation Time: 1 action

1 action Range: 300 feet

300 feet Components: V, S

V, S Duration: Concentration, up to 10 minutes Until the power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this power. As an action on your turn, you can repeat the same effect or choose a different one. Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the power ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water: You cause water in the area to move apart and create a trench. The trench extends across the power's area, and the separated water forms a wall to either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the power's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the power ends or you choose a different effect. Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your power save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the power ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex. Animate Weapon 1st level Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You animate a nonmagical melee weapon within range that is not being held or worn by a creature. When you use the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes the damage the weapon normally deals + your Intelligence modifier. Weapons with the versatile property are considered to be used with one hand. As your action on your turn, you can move the weapon up to 20 feet (15 feet for weapons with the heavy property) and repeat the attack against a creature within 5 feet of it. The power ends if the weapon moves out of range or is destroyed. It has an AC of 16 and 15 hit points. Antipathetic Field 1st level Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Choose a hostile creature within range that you can see. That creature must make a Wisdom saving throw. On a failure, a barely-visible beam of psychic energy springs to life between you and the target. Each round while the power's effect persists, any creatures between you and the target take 3d6 psychic damage. The effect ends if you and the target move more than 30 feet from each other, or the target has total cover from you. At Higher Levels. When you use this power using focus points for a power of 2nd level or higher, the damage increases by 1d6 for each power level over 1st. Ballistic Telekinesis 1st level Activation Time: 1 action

1 action Range: 150 feet

150 feet Components: S

S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage. At Higher Levels. When you use this power using focus points for a power of 2nd level or higher, the maximum weight of objects that you can target with this power increases by 5 pounds, and the damage increases by 1d8, for each power level over 1st. Body Attunement 4th level Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute A living creature of your choice within range that you can see must make a Constitution saving throw. On a failure, you drain some of the creature's natural fortitude and steal it for yourself. For the duration, the target has a -2 penalty to all saving throws, and you have a +2 bonus to all saving throws. At Higher Levels. When you use this power using focus points for a power of 6th level, the saving throw penalty and bonus become -3 and +3. When you use this power using focus points for a power of 8th level, the saving throw penalty and bonus become -4 and +4. Body Control 4th level, psychosomatic warrior only Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks. Body Equilibrium 5th level, psychosomatic warrior only Activation Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute On each of your turns until the power ends, you can use your bonus action to make two weapon attacks. Calm Emotions 2nd level, akashic only Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or psychic power, or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise. Catfall 1st level Activation Time: 1 reaction, which you take when you or a creature within 60 feet of you falls

1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet

60 feet Components: none

none Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the effect ends for that creature. Cell Adjustment 3rd level, psychosomatic warrior only Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 1 hour You transform into a misty cloud for the duration, along with everything you're wearing and carrying. The power ends if you drop to 0 hit points.

While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treats liquids as though they were solid surfaces. You can't fall and remain hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack, use powers, or cast spells. Chameleon Power 1st level, cipher only Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 1 hour The color of your skin, clothing, and equipment changes to match your background. The match is automatic; you do not choose the appearance. The change takes 1 round. As long as you do not move, speak, attack, use powers, or cast spells, you cannot be spotted by nonmagical means. If you take any of the above actions, you have advantage on Stealth checks while the power is active. While the power is active you can also take the Hide action in combat, even if one or more enemies can see you. Circadian Adjustment 1st level Activation Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: 1 minute This power sends creatures into a deep slumber. Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this power. At Higher Levels. When you use this power using focus points for a power of 2nd level or higher, roll an additional 2d8 for each power level above 1st. Circadian Link 5th level Activation Time: 1 minute

1 minute Range: Special

Special Components: V, S

V, S Duration: 8 hours This power shapes a creature's dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this power. You enter a trance state, acting as a messenger. While in the trance, you are aware of your surroundings, but can't take actions or move. If the target is asleep, you appear in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the power. You can also shape the environment of the dream, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you use the power, you know it, and you can either end the trance (and the power) or wait for the target to fall asleep, at which point you appear in the target's dreams. You can appear monstrous and terrifying to the target. If you do, you can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. Clairvoyance 3rd level Activation Time: 10 minutes

10 minutes Range: 1 mile

1 mile Components: V, S

V, S Duration: Concentration, up to 10 minutes You separate and detach your senses from your body and send them to a location within range familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). Your senses remain in place for the duration, and can't be attacked or otherwise interacted with. When you use the power, you choose seeing or hearing. You can use the chosen sense through your sense as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see your senses (such as a creature benefitting from see invisibility or truesight) sees a wispy, translucent image of yourself. Combat Mindweb 1st level, psychosomatic warrior only Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You grant yourself and up to two other creatures of your choice within range heightened senses, increased reactions, and boosted combat skill. Whenever an affected creature makes an attack roll or a saving throw before the power ends, it can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you use this power using focus points for a power of 2nd level or higher, you can target one additional creature for each power level above 1st.

Compulsion 4th level Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction. Conceal Self 3rd level, cipher only Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 hour You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on you person. The power ends if you attack, use a power, or cast a spell. Conceal Soul 3rd level, cipher only Activation Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 8 hours When you use this power, you hide a willing creature that you touch from divination magic and psychic powers. For the duration, the target can't be perceived through magical or psychic scrying sensors or powers, or targeted by any divination magic. Conceal Thoughts 1st level Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour For the duration of this power, your thoughts cannot be read or detected, via the detect thoughts spell or the psychic power of the same name. Confusion 4th level Activation Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 minute This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this power or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Levels. When you use this power using focus points for a power of 5th level or higher, the radius of the sphere increases by 5 feet per power level over 4th. Control Flames talent Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous or 1 hour (see below) You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

You instantaneously extinguish the flames within the cube.

You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you use this talent multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Control Winds 5th level Activation Time: 1 action

1 action Range: 300 feet

300 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You take psychic control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you use the power. The effect lasts for the power’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Danger Sense 1st level, cipher only Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes When using danger sense, you will experience a slight tingling sensation at the back of your neck when a hazard or threat is near. The DM must make a successful Intelligence check on your behalf before you detect the danger (with the DC determined by how well-hidden or unexpected the danger is, with a normal starting DC of 15). This power does not give you any specific information about the type of danger. However, you do learn the general direction of the threat (i.e., to the right, left, ahead, or behind). Your Intelligence check result also determines how much warning you get, with the number of rounds of warning equaling how much you passed the check by. For example, for a DC 15 check and a total result of 18 on your Intelligence check, you would receive 3 rounds of warning. Defensive Mindweb greater psychic manifestation Activation Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 minute When you use this power, choose up to 5 friendly creatures within range. For the duration of the power, whenever any affected creature needs to make a saving throw it uses the highest relevant saving throw bonus of any creature in the defensive mindweb, and whenever an affected creature is attacked consider its AC to be equal to the highest AC of any creature in the defensive mindweb. Detect Thoughts 2nd level, akashic only Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you use the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check. If it succeeds, the power ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation. You can also use this power to detect the presence of thinking creatures you can't see. When you use the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. Detonate 4th level, mindbreaker only Activation Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Instantaneous Choose a creature or object within range that you can see. That target must make a Constitution saving throw. The target takes 8d8 force damage on a failed save, or half as much damage on a successful one. If the target is killed or destroyed by this damage, it explodes in a blast of concussive force. Each creature within a 20-foot radius of the explosion must make a Dexterity save, taking the same damage as the initial effect on a failed save and half as much on a successful one. Nonmagical objects not being worn or carried also take this damage if they are in the power's area. At Higher Levels. When you use this power using focus points for a power of 5th level or higher, the damage increases by 1d8 for each power level over 4th. Dimensional Door 4th level, Activation Time: 1 action

1 action Range: 500 feet

500 feet Components: V

V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this power. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you. Dimension Walk 2nd level Activation Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Instantaneous Briefly surrounded by motes of blue light, you teleport up to 30 feet to an unoccupied space that you can see. Disintegration 5th level Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute A beam of eerie green light lances out towards a creature within range, forming a sustained arc of psychic energy between you and the target. Make a ranged power attack against that creature. On a hit, the beam begins to burn away the ethereal bonds between mind, body, and soul. The creature takes 2d10 force damage and 2d10 psychic damage. On each of your turns for the duration, you can use your action to deal this damage again. The effect ends if you use your action to do anything else. The effect also ends if the target is ever outside the power's range or if it has total cover from you. At Higher Levels. When you use this power using focus points for a power of 6th level or higher, the initial force and psychic damage both increase by 1d10 for each power level above 5th. Dominate Beast 4th level Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. At Higher Levels. When you use this power using focus points for a power of 5th level or higher, the duration is concentration up to 10 minutes for a 5th level power, concentration up to 1 hour for a 6th level power, and concentration up to 8 hours for a 7th level power. Dominate Monster major psychic manifestation Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. Dominate Person 5th level Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. At Higher Levels. When you use this power using focus points for a power of 6th level or higher, the duration is concentration up to 10 minutes for a 6th level power, concentration up to 1 hour for a 7th level power, and concentration up to 8 hours for a 8th level power. Empathic Bond 1st level Activation Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The power fails if the beast’s Intelligence is 4 or higher. Until the power ends, the link is active while you and the beast are within line of sight of each other.

Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. Empathy 1st level Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you. At Higher Levels. When you use this power using focus points for a power of 2nd level or higher, you can target one additional creature for each power level above 1st. The creatures must be within 30 feet of each other when you target them. Extrasensory Perception 2nd level, cipher only Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: 1 hour For the duration, you can sense the souls of invisible creatures as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures appear ghostly and translucent. This power cannot detect invisible creatures without souls such as constructs or undead. Eyestrike 2nd level Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V

V Duration: 1 minute You blind a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the blindness ends. At Higher Levels. When you use this power using focus points for a power of 3rd level or higher, you can target one additional creature for each power level above 2nd. Feeblemind major psychic manifestation Activation Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Instantaneous You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the effect ends. The effect can also be ended by greater restoration, heal or wish. Feel Light talent Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 10 minutes For the duration of the talent, you can detect light as an ambient sensation on your skin. You do not suffer disadvantage on attack rolls if you are blinded or in complete darkness. This talent does not function in magical darkness. Feel Sound talent Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 10 minutes For the duration of the talent, you can detect sound as an ambient sensation on your skin. You can still hear sounds and understand speech if you are deafened. This talent does not function in magical silence. Flesh Armor 4th level, psychosomatic warrior only Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 1 hour This power turns your flesh as hard as stone. Until the power ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. Forcecage lesser psychic manifestation Activation Time: 1 action

1 action Range: 100 feet

100 feet Components: V, S

V, S Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you use the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This power can't be dispelled by dispel magic. Forced Behavior minor psychic manifestation Activation Time: 1 minute

1 minute Range: 60 feet

60 feet Components: V

V Duration: 30 days You place a mental command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the power. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. Forced Stasis 3rd level Activation Time: 1 action

1 action Range: 120 feet

120 feet Components: S

S Duration: Concentration, up to 1 minute You bombard the minds of creatures inside a 30-foot cube within range with a powerful mental command to stop all action. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. Fractured Volition 2nd level, mindbreaker only Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute Choose a creature within range. The target must make a Wisdom saving throw. On a failure, the target deals only half damage with weapon attacks that use Strength until the power ends. At the end of each of the target's turns, it can make a Wisdom saving throw against the power. On a success, the effect ends. Going Between major psychic manifestation Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the power. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This power has no effect if you use it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. Gravity Adjustment 2nd level Activation Time: 1 action

1 action Range: 90 feet

90 feet Components: S

S Duration: Concentration, up to 1 minute When you use this power, you can increase or decrease the relative gravity affecting one creature you can see within range. Gravity Amplification. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the power’s duration. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the power ends. Gravity Reduction. The target rises vertically, up to 20 feet, and remains suspended there for the duration. The power can affect a creature that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power's range. When the power ends, the target floats gently to the ground if it is still aloft. Greater Clairvoyance 5th level Activation Time: 10 minutes

10 minutes Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes You reach out with your consciousness to see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're using this power, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn't affected, and you can't use this power against it again for 24 hours. On a failed save, the power creates an invisible psychic sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a ghostly eye about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this power. When you do, the sensor appears at that location and doesn't move. Greater Telekinesis 5th level Activation Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: S

S Duration: Concentration, up to 10 minutes You use the power of your mind to move or manipulate creatures or objects by thought. When you use the power, and as a bonus action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power. Creature. You can try to move a Huge or smaller creature. Make an ability check with your Intelligence contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your bonus action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power. If the object is worn or carried by a creature, you must make an ability check with your Intelligence contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Hear Light talent Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: Concentration, up to 10 minutes For the duration of the talent, you can detect sound as a separate wavelength of sound. You do not suffer disadvantage on attack rolls if you are blinded or in complete darkness. This talent does not function in magical darkness. Heightened Senses 1st level Activation Time: 1 action

1 action Range: Self

Self Components: none

none Duration: 10 minutes For the duration you have advantage on Wisdom (Perception) checks. Injected Reality 2nd level Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You craft an psychic impression that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your power save DC. If the check succeeds, the target realizes that the impression isn't real, and the power ends. While a target is affected by the power, the target treats the impression as if it were real. The target rationalizes any illogical outcomes from interacting with the impression. For example, a target attempting to walk across an psychically-impressed bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the impression's reality that it can even take damage from the impression. An impression created to appear as a creature can attack the target. Similarly, a created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the impression can deal 1d6 psychic damage to the target if it is in the impression's area or within 5 feet of the impression, provided that the impression is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the impression. Kinetic Infusion 1st level, psychosomatic warrior only Activation Time: 1 bonus action

1 bonus action Range: Self

Self Components: M (the weapon, ammunition, or objects to be infused)

M (the weapon, ammunition, or objects to be infused) Duration: Concentration, up to 1 minute

Using this power, you infuse a melee weapon or up to 10 small objects or pieces of ammunition with kinetic force. Until the power ends, weapon attacks made with an infused weapon deal an extra 1d4 force damage on a hit, and non-weapon infused objects deal 1d4 force damage when thrown. If the power ends before all 10 objects or pieces of ammunition are used, they lose their infusion. At Higher Levels. When you use this power using focus points for a power of 4th level, the force damage becomes 1d8. When you use this power using focus points for a power of 7th level, the force damage becomes 1d12. Legend Lore 4th level, akashic only Activation Time: 10 minutes or 1 hour (see below)

10 minutes or 1 hour (see below) Range: Self

Self Components: S

S Duration: Instantaneous Name or describe a person, place, or object. The power searches the akashic memory and brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you can still garner information about it, but it takes much longer to do so (1 hour instead of 10 minutes). The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the power might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips. Locate Object 2nd level, cipher only Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The power can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the power can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This power can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Mass Suggestion minor psychic manifestation Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 24 hours You suggest a course of activity (limited to a sentence or two) and psychically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the power. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the power ends, the activity isn't performed. If you or any of your companions damage a creature affected by this power, the effect ends for that creature. Mental Binding 2nd level Activation Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. At Higher Levels. When you use this power using focus points for a power of 3rd level or higher, you can target on additional humanoid for each power level above 2nd. The humanoids must be within 30 feet of each other when you target them. Mental Fortress major psychic manifestation Activation Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 24 hours Until the power ends, you are immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition. The power even foils wish spells and spells or effects of similar power used to affect your mind or to gain information about you. Metabolic Drain 3rd level Activation Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

You alter the metabolism around up to six creatures of your choice in a 40-foot cube within range, creating an intense lethargy. Each target must succeed on a Constitution saving throw or be affected by this power for the duration. Creatures without metabolism (plants, undead, and constructs) are unaffected by this power. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it. Metabolic Parasite minor psychic manifestation Activation Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Choose a creature that you can see within range. That creature must make a Constitution saving throw. On a failure, you steal vitality from the creature. The creature can make another saving throw at the end of each of its turns, ending the effect on a success. While the effect persists, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain one additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Soul Whip, or Use an Object action. While the effect persists, the target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. Mind Blades 2nd level, mindbreaker only Activation Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You create three blades of pure force and hurl them at targets within range. You can hurl them at one target or several. Make a ranged power attack for each ray. On a hit, the target takes 2d6 force damage. At Higher Levels. When you use this power using focus points for a power of 3rd level or higher, you create one additional blade for each power level above 2nd. Mind Lance 3rd level, mindbreaker only Activation Time: 1 action

1 action Range: Self (100-foot line)

Self (100-foot line) Components: V, S

V, S Duration: Instantaneous A stroke of pure force forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you use this power using focus points for a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd. Mind Plague 5th level, mindbreaker only Activation Time: 1 action

1 action Range: 300 feet

300 feet Components: V, S

V, S Duration: Instantaneous

Choose a creature within range. You create an insidious psychic effect, which damage's the target's psyche so strongly that all creatures within a 20-foot-radius sphere are also damaged. The effect spreads around corners. The sphere moves with the initial creature for the duration, instantly applying the effect to any other creature that comes within 20 feet of it. When the sphere appears, each creature in range must make a Wisdom saving throw. A creature takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it is affected for the first time on a turn or ends its turn within 20 feet of the initial target. Mind Wave 1st level, mindbreaker only Activation Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Durat