The Taibshear A male human crests a rise, cradling a bleeding wound in his side. He turns to face his pursuers as another arrow is nocked, drawn, and fired. It stops, inches from his throat, quivering in the air like a plucked chord before swiveling round and launching itself back toward the archer at supersonic speed. The other two stare in disbelief at their fallen comrade, at the arrow piercing his eye, before being launched into the air and falling, broken, before their erstwhile quarry. A female dwarf works tirelessly at her smithy, drawing the molten steel into perfectly symmetrical blades and plunging them into the quenching basin. She shapes whorls and runes into the uncompromised steel, forcing out the imperfections and saving every ounce of scrap for the next batch, wasting nothing. She smiles as she hangs her masterwork in her stall for sale, flipping a coin idly, her jacket sleeves pinned over her shoulders; placeholders for the arms she was born without. A genderless tiefling crouches behind a palace guard, whispering silently into her ear. The tiefling looks up at the sound of approaching footsteps and slinks into a darkened corner. A click signals the completion of their puppet's task. The vault swings open, and the tiefling changes their directive, a trickle of blood from their ear the only signal of mental strain. Go now, they transmit telepathically as the guard stands awkwardly, draws a sword and moves to meet the oncoming foes. Go and kill for me... Life on the fringe As a Taibshear (pronounced “Tysher”), you didn't gain your powers through long study or tutelage. You don't feel a deep feeling of oneness with the cosmos. You were simply born with powers--and problems--that no one in your life knew how to help you understand. Psychics like the Taibshear tend toward the fringes of civilised society. Feared and hated by scholars of magic, who resent that there are forces independent of the weave whose secrets magic cannot divine, and prized as slaves and soldiers by the rich and powerful who see the potential of their abilities and seek to possess them. A Taibshear under her own power is a rare sight, and many live short, painful lives. Mundane forces, Paranormal Effects The powers granted by your psychic abilities are based on mental manipulation of the concrete matter and forces of the universe. Though many of these powers allow you to create spell-like effects, none of them interact with the weave in the way spells do, and your Taibshear powers are undetectable by divination spells that detect magic, as well as immune to magic prevention, such as dispel magic, counterspell, and antimagic field. The attacks you make use the physical matter around you, and as such are still subject to mitigation by armor and shields both magical and mundane, including spells like mage armor, shield, or mind blank. Class Features As a Taibshear, you gain the following class features Hit Points Hit Dice: 1d8 per Taibshear level

1d8 per Taibshear 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 Taibshear level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple weapons

Simple weapons Tools: one type of artisan's tools Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two from investigation, history, nature, religion, insight, and persuasion.

Choose two from investigation, history, nature, religion, insight, and persuasion. Languages: common and one extra language of your choice

common and one extra language of your choice telepathy: You can communicate telepathically with creatures with whom you share at least one language, out to your psi range. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff (b) two simple weapons

(a) a chain shirt or (b) studded leather armor

a light crossbow and 20 bolts

a dungeoneer's pack Psychokinesis Starting at 1st level, you can work your will on the world around you in a crude form. You can use your psionic power as an action to push one object or creature within your psi range as shown in the psi range column in the Taibshear table. You can only move objects and creatures that are small sized or smaller. This size limit for your Psychokinesis ability increases as you gain levels in this class, as shown in the size limit column of the Taibshear table. If the target is an unwilling creature, it must make a Strength saving throw against your psychic save DC. Psychic save DC = 8 + your proficiency bonus + your intelligence modifier On a success, the target is unaffected. On a failure, the target is restrained in your psychokinetic grip, and you can move it in a straight line in any direction. At the end of your turn, the target is no longer restrained, and if the target is in the air and doesn't have a fly speed, it falls. If you use psychokinesis to push a creature into a wall, floor or other solid surface, the creature takes 1d6 bludgeoning damage for each 10 feet you moved it in a straight line toward the surface. Limited force. When you use Psychokinesis to move objects and creatures, the combined movement in feet can't exceed your psi range, as shown in the Taibshear table.

The Taibshear Level Proficiency Bonus Features Size Limit Psychic Impact Psi range Psi Points 1st +2 Psychokinesis, Psi Points, Psychic Impact Small d4 30 3 2nd +2 Extrasensory Perception, Psychic Augments Small d4 30 6 3rd +2 Psychic Talent Small d4 30 9 4th +2 Ability Score Improvement Small d6 40 12 5th +3 Multi-Task, Psychic Siege Medium d6 40 15 6th +3 Interception, Overdrive Medium d6 40 18 7th +3 Psychic Talent Feature Medium d6 50 21 8th +3 Ability Score Improvement Medium d8 50 24 9th +4 Levitate Large d8 50 27 10th +4 Psychic Talent Feature Large d8 60 30 11th +4 Multi-Task Improvement Large d8 60 33 12th +4 Ability Score Improvement Large d8 60 36 13th +5 Interdiction Huge d10 70 39 14th +5 Elevation Huge d10 70 42 15th +5 Psychic Talent Feature Huge d10 70 45 16th +5 Ability Score Improvement Huge d10 80 48 17th +6 Multi-Task Improvement Gargantuan d10 80 51 18th +6 Maximum Overdrive Gargantuan d12 90 54 19th +6 Ability Score Improvement Gargantuan d12 90 57 20th +6 Psychic Talent Feature Gargantuan d12 100 60 Attacking. You can use psychokinesis to turn an object that isn’t being held or carried, such as a short sword, a crate, or a loose stone, into a deadly projectile. The object becomes a ranged weapon that deals 1d4 bludgeoning damage, and you make a ranged attack with it immediately. You use your intelligence modifier for the attack and damage rolls of this attack. Hit or miss, the object then falls from your psychic grip. Psi Points Also at 1st level, you gain a reservoir of energy that you can use to improve your psychic abilities. This is represented by psi points. Your psi points increase as you gain levels in this class, as shown on the psi points column of the Taibshear table. You regain all of your psi points when you finish a long rest. Psychic Impact Also at 1st level you can summon a reserve of mental power to move objects and creatures more forcefully, and to crush them in your psychic grip. When you use your Psychic abilities to deal damage, you can choose one target that took damage from the ability and use a bonus action to deal additional psychic damage to it by spending psi points ; 1d4 damage per psi point you spend. If you spend 6 or more psi points in this way, make a Constitution saving throw. On a failure, you take psychic damage equal to half of the damage of Psychic Impact. The size of damage die you roll for this ability increases as you gain levels in this class, as shown in the Psychic Impact column of the Taibshear table. Extrasensory Perception Starting at 2nd level, you have the ability to extend your senses beyond your physical body. You can meditate for one minute to create a sensor in the space of another creature within your psi range. You needn't see the creature, but you must know its general location, such as "on the other side of this door". If the target is unwilling, it must make an Intelligence saving throw against your psychic save DC. On a success, the target is unaffected. If the creature is telepathic, it knows someone attempted to see through its eyes. Otherwise, it merely feels like it is being watched. On a failure, you see through the target's eyes as if you had cast clairvoyance, using the target creature as the sensor for that spell.

Credit: Rivani by Wayne Reynolds Psychic Augments Starting at 2nd level, You choose two Psychic augments from the following list. Each augment has a cost in psi points, which you must spend when you activate it. You gain an additional augment when you reach certain levels in this class, at 7th (3 augments), 11th (4 augments) and 17th level (5 augments). Activating an augment is a bonus action unless the augment specifies a different type of action. Each time you gain a new psychic augment, you can also replace one of your existing augments with a new one. Psychic Power You spend 2 psi points to increase the maximum size of creature or object you can move with your Psychokinesis by one size category for up to 1 minute. You must concentrate on this effect as you would a spell. Mental Reach You spend 1 psi point to increase your psi range by 10 feet for up to one minute. You must concentrate on this effect as you would a spell. Kinetic Dash You spend up to 3 psi points to increase your movement speed by 10 feet per psi point for 1 minute. Kinetic Strike You spend one psi point to gain advantage on the attack roll of your next melee or ranged weapon attack. Psionic Shield You spend 2-6 psi points to gain a +2 psychic bonus to AC for 2 hours, during which you are resistant to psychic damage. For each additional 2 points you spend, the AC bonus increases by 1 and the duration doubles. Psychic Heave You spend 3-7 psi points to alter your next Psychokinesis. Instead of moving one creature, you can target all creatures in a 10 foot cube originating from a point you choose within your psi range. All affected targets move together as if they were a single creature and do not count cumulatively against your psi range. The size of the cube increases by 5 feet for each additional psi point you spend. Targets that succeed on the saving throw are not moved. Creatures in the area too large to be affected by your Psychokinesis automatically succeed on the saving throw against it. Psychic Talent At 3rd level, you choose a psychic talent to specialize in, which grants you special features as you gain levels in this class. Choose from one of the options in the Psychic Talent section at the end of this class description. You gain a new psychic talent feature at 7th, 10th, 15th and 20th level. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Multi-task Starting at 5th level, when you use your Psychokinesis, you can choose an additional target to be affected. In addition, you can now move targets in any direction you choose when you use your Psychokinesis, and they needn’t move in a straight line. You can also push a target against the ground, knocking it prone instead of moving it. This costs 10 feet of psi range for each creature knocked prone. If you move two objects or creatures, they must be at least one size category smaller than the biggest size you can lift. Psychic Siege Also at 5th level, when you target and move an object or creature using your Psychokinesis and it ends that movement in the same space as multiple creatures, all of the creatures must succeed on a dexterity saving throw against your

psychic save DC or take bludgeoning damage from the collision. The damage from the collision increases with the size of the object, starting at 1d6 for a small object and increasing by 1d6 for each increase in size category, to a maximum of 5d6 if the object is gargantuan. Interception Starting at 6th level, you can use your reaction and 2 psi points to halt the movement of a creature or object. When you announce your intention to use this ability, you specifiy at what point along the target's path you want it to stop. If the triggering target is a creature, it must succeed on a Strength saving throw or be grappled by your psychic grip until the end of your next turn. A creature you grapple this way counts against the number of targets you can affect with your Psychokinesis. A friendly creature can choose to fail this saving throw. If the creature is in the air when the effect takes hold, it stays there for the duration. When the effect ends, it falls. If the target is a projectile weapon in flight, the DM rolls the damage for the attack, and you roll 1d10 and add your intelligence modifier, reducing the damage by the amount you roll. If you would reduce the damage to 0, the projectile stops and hovers in place until the end of your next turn. Otherwise, it is slowed by your interference and deals the reduced damage to its target. Overdrive Also at 6th level, you can lash out with power beyond your normal capacity at a cost to your health. When you have 0 psi points, you can push your body to its limits to regain enough psi points for a desperate maneuver. As part of your psychokinesis action, you gain temporary psi points which last until the end of your turn. While you have these temporary psi points, your Psychic Impact automatically deals its maximum possible damage. For each temporary psi point you gain with this feature, you must roll 1d8, taking psychic damage equal to the total die result. This damage ignores resistance and cannot be reduced in any way. The physical toll of this damage is visible, your nose and ears bleed, veins pop out on your brow, and you get a splitting headache. If this damage reduces you to 0 hit points, your psychic effort keeps you conscious until the end of your turn. Dropping to 0 hit points this way ravages your body. You gain one level of exhaustion and you lose all of your psychic powers. They slowly return over the next 1d6 days. Once used, this ability cannot be used again until you finish a long rest. Levitation Starting at 9th level, you can spend an action and 1 psi point to gain a fly speed equal to your psi range until the start of your next turn. When you finish this movement in the air you can hover in your space until the start of your next turn, but you must concentrate on this effect as you would a spell. If you lose your concentration or choose to end the effect (no action) you fall immediately to the ground. Otherwise, you can spend a bonus action and 1 psi point on subsequent turns to continue flying, otherwise you fall to the ground and the effect ends on you. Interdiction Starting at 13th level, when you use your Interception ability to halt the movement of a creature or object you can spend one extra psi point to paralyze the target. The target must succeed on a strength saving throw or be paralyzed in your psychic grip for up to one minute. You must concentrate on this effect as if it was a spell. The target can repeat the saving throw at the end of each of its turns, freeing itself on a success. A creature paralyzed in this way counts against the number of targets you can affect with psychokinesis. When you stop a projectile weapon in flight with this ability, you can immediately make an improvised ranged weapon attack with it using your psychokinetic power against a target within your psi range. Elevation Starting at 14th level, you can use your psychokinetic abilities to move a creature carefully to avoid damaging it. If you move yourself and one or more friendly targets, you and your allies can hover at the end of the flight, as long as you maintain concentration. Otherwise, you and your allies descend at 60 feet per round, landing safely. Levitation now costs 2 psi points to use, but lasts one minute without costing additional psi points. Maximum Overdrive Starting at 18th level, when you use your Overdrive ability you gain 2 temporary psi points instead of 1 per d8 of psychic damage, and your psi range is doubled until the end of your turn. Psychic Talents When you reach 3rd level in this class, choose one of the following talents to focus your psionic powers. Some psychic talents require you to spend hit dice to activate them. When you spend a hit die this way, you don’t recover hit points from it. If you use an ability that has a hit die cost and you don’t have enough hit dice, you spend the ones you have and then take 1d8 psychic damage for each remaining hit die the ability required. Quantum Talent You have chosen to focus on the way your psychic abilities can interact with, and influence, the structure of matter and space.

Bend Space Starting when you choose this talent at 3rd level, the damage of your psychokinesis weapon attacks increases to 1d8. You can now use Psychic Impact against targets of your Psychokinesis that succeed on the saving throw, but the damage is halved when you do so. In addition, Psychic Impact now deals force damage. Quantum Teleport. You can spend 2 psi points as a bonus action on your turn to teleport to an unoccupied space that you can see within your psi range. Quantum Augments Starting at 7th level, you can choose from the following options when you gain a new Psychic Augment. Savage Force When you use psychokinesis, humanoids or beasts of CR 1/2 or lower who take damage from it are ripped apart by shearing force and killed instantly. Phase Shift You can spend 3 psi points to bend light around your body, making yourself nearly invisible. For up to one hour, You have advantage on stealth rolls you make to hide and enemies have disadvantage on attack rolls against you. You must concentrate on this effect as you would a spell, and you count against the number of targets you can affect with psychokinesis while you remain invisible. A creature that detects you sees only a shimmering outline. Controlled Chaos You can spend 1-6 psi points to shape the damage of your psychic abilities around your allies. For each psi point you spend, one creature of your choice becomes immune to all damage caused by the next psychic ability you use. Articulation Starting at 10th level, when you use Psychokinesis on a weapon or tool you are proficient with, you can treat it as if it were in your hand, and you use your Intelligence for ability checks you make with it. Also, when you use your Psychokinesis you can take the Use an Object action on one object you can see within your psi range. Kinetic Defense Also at 10th level, when a spell or damaging effect that you can see requires you to make a Strength or Dexterity saving throw, you can make an Intelligence saving throw instead. Once you use this ability, it can’t be used again until the end of your next short or long rest. Shatter the Foundation Starting at 15th level, you can use an action on your turn and spend 5 psi points to excavate a solid mass to fling at your enemies. When you do so, your nose bleeds as one of your hit dice is spent. You choose a space on a cieling, wall, floor or other solid surface within your psi range. A 15 foor cube is extracted from the surface as one solid piece. The freed projectile smashes into a point you choose within your psi range of where it started, and each creature within 15 feet of that point must succeed on a strength saving throw or take 12d8 force damage and fall prone. Targets that succeed take half as much damage and aren't knocked prone. If there isn't enough material available to fill a 15 foot cube, you can still use this ability but the area of effect is reduced to a 5 foot radius. Once you use this ability, you can’t use it again until you finish a short or long rest. Cold Fusion At 20th level, you can summon a reserve of psychic energy to bend and shatter the very fabric of reality. As an action, you can spend 6 psi points and target a point within your psi range to create a singularity which lasts for up to one minute and affects a 60 foot radius around it. You must concentrate to maintain this effect. The area the singularity affects is difficult terrain. Ranged attacks that enter or pass through the area are made with disadvantage. Each creature that starts its turn in the area takes cold damage equal to your intelligence modifier. On your turn you can use an action to force each creature in the area to make a strength saving throw against your psychic save DC. On a failure, the creature is pulled 15 feet closer to the singularity and is restrained until the start of your next turn. At the end of one minute, the singularity explodes like a supernova, dealing 150 radiant and force damage to all creatures within 30 feet of it. It also explodes when you lose your concentration or if you use a bonus action on your turn to close the singularity. When the singularity explodes, your nose and ears bleed as you spend two hit dice. Once you use this ability, you can’t use it again until you finish a long rest. Pyrokinetic Talent You have chosen to focus on the way your psychic abilities can interact with--and even create--fire. Pyrokinesis Starting when you choose this talent at 3rd level, you can control fire with your psychokinesis. When you use psychokinesis this way, you can't push or lift creatures and objects with it during the same turn. When you use your Pyrokinesis ability you can choose one of the following options. Extend Flame (1-6 psi points). You extend a line of fire five feet wide from any source of flame that you can see within your psi range. You decide how many psi points you spend before activating this ability. For each psi point you spend, the line of fire extends 10 feet in a straight line in the same direction or a new direction of your choice. The 10 feet segments of this line must meet end-to-end, as if drawn by one continuous stroke of a pen.

Creatures in the area must make a dexterity saving throw against your psychic save DC. On a failure, targets take 2d6 fire damage per psi point that you spent when you created the line of fire, or half as much damage on a success. Flammable objects in the area that aren’t being worn or carried ignite. Spark Shot. You can use your psychokinesis to fling a mote of flame instead of an object when you attack with it. The flame must originate from a source of fire within your psi range. When you attack with your psychokinesis this way, the attack deals 1d10 fire damage. Pyrokinetic Augments Starting at 7th level, you can choose from the following options when you gain a new Psychic Augment. Pyroclasm When you spend psi points to use Psychic Impact, you can deal fire damage instead of psychic damage. Detect Fire You can spend 2 psi points to detect the presence of fire or red-hot material (such as a branding iron or molten lava) within your psi range. Only lead, even a thin sheet, blocks you from sensing fire. Burning Retribution When you are hit by a melee attack, you can use your reaction and spend 3 psi points to deal 3d10 fire damage to the triggering creature. Firestarter Starting at 10th level, you can now use your pyrokinesis ability even if there is no available source of fire. When you do so, the fire you create must originate from your space. In addition, you can now choose to create a cone of fire instead of a line when using Extend Flame. If you choose to create a cone, each extra psi point you spend extends its length by 5 feet. Hot headed Also at 10th level, you can spend a bonus action to use Overdrive regardless of how many psi points you have. When you do so, you can choose to spend all of your temporary psi points to lash out with a burst of swirling flame. Creatures within 10 feet must make a dexterity saving throw against your psychic save DC. On a failure, the target takes 1d10 fire damage for each temporary psi point you spent, or half as much damage on a success. Firestorm At 15th level, you can use an action and spend 5 psi points to form your pyrokinesis into a firestorm, which takes the shape and statistics of a fire elemental. When you do so, your nose and ears bleed as you spend 1 hit die. The firestorm appears in an unoccupied space within 5 feet of you and acts on your initiative in combat. It lasts up to an hour while you concentrate on it. On your turn, you can command the firestorm to move up to its speed and attack. Any time the firestorm moves it leaves a trail of fire 5 feet wide behind it, which lasts until the start of your next turn. When a creature enters the area for the first time on its turn or ends its turn there, it takes 4d8 fire damage. If the firestorm is reduced to 0 hit points, your concentration is broken, or you use a bonus action to end the effect, the firestorm vanishes. Once you use this ability, you can’t use it again until you finish a short or long rest. Living Bomb At 20th level, when you reduce a creature to 0 hit points with fire damage, you can use a reaction to spend 6 psi points to detonate the creature’s body. When you use this ability, your nose bleeds and as two of your hit dice are spent. Creatures within 10 feet of it must make a dexterity saving throw, taking 10d6 fire damage on a failure or half as much on a success. If this damage reduces a creature to 0 hit points, it also explodes with the same effects. This can form a dangerous chain reaction if used in a crowd of weakened creatures. Electromagnetic Talent You have chosen to focus on the way your psychic abilities can interact with electromagnetic fields. Ferrokinesis Starting when you choose this talent at 3rd level, You have much stronger and more precise control when manipulating metal objects with your psychokinesis. You gain proficiency with all metal armor, and you can alter the shape of metal objects. when you spend one at least one minute manipulating a metal object no larger than a 5 foot cube, you can bend it into a new shape, blunt or sharpen its edges, or leave marks in its surface. You can’t melt the metal, so the same basic parts of it exist (just bent into a new arrangement), but you can tear off pieces of it to create jagged edges. In addition, targets wearing metal armor have disadvantage on saving throws to resist the forced movement of your Psychokinesis, and when you move a metal object using your Psychokinesis, you can move it twice as far. Psyblade Also at 3rd level, you can use your psychokinetic grip to wield a flying metal weapon, your psyblade, within your psi range. You are proficient with this weapon while you wield it. You can only wield one weapon at a time in this way. When you use your Psychokinesis, you can attack with this weapon instead of moving a creature or object. You add your psychic attack bonus to the attack rolls of attacks you make with your psyblade, and you add your intelligence modifier instead of strength to the damage on a hit. If the weapon moves outside your psi range to attack, it makes the attack at disadvantage, and it falls to the ground if it remains outside your psi range at the end of your turn.

As long as it is within your psi range, a weapon you wield in this way hovers in its space when your turn ends and threatens spaces within 5 feet of it. When a target leaves a space threatened by your psyblade, you can use your reaction to make an opportunity attack with it. You gain the ability to attack multiple times with this weapon when you reach 5th level (2 attacks), and 11th level (3 attacks). Each attack counts against the number of targets you can affect with your Psychokinesis ability. Electromagnetic Augments Starting at 7th level, you can choose from the following options when you gain a new Psychic Augment. Draw Steel As part of your Psychokinesis action, you can spend 2 psi points to target a metal weapon that is being held or carried by another creature. You engage in an ability contest with the creature, your Intelligence vs. their strength or dexterity (their choice). If you win, the weapon flies from the target’s hands and becomes your psyblade. When you do this, any previous psyblade leaves your psychic grip and falls to the ground. Magic weapons that are attuned to another creature are immune to this effect. Animal Magnetism You can use an action and spend 3 psi points to drastically alter magnetic fields within your psi range. For the next hour, you are immune to lightning damage and your psyblade attacks deal 1d6 extra lightning damage on a hit. You must concentrate on this effect as you would a spell. Redirect Energy When you are missed by a spell attack, you can use your reaction and spend 2 psi points to redirect the attack. You choose another creature within your psi range for the spell to target, adding your Intelligence modifier to the original attack roll. Arc Lightning Starting at 10th level, you have gained the ability to powerfully alter electromagnetic fields. You can use an action on your turn and spend 4 psi points to ionize two enemy creatures within your psi range. Both creatures must make a dexterity saving throw against your psychic save DC. Creatures in metal armor have disadvantage on this saving throw. If either creature fails the saving throw, a straight line of lightning 5 foot wide arcs between them. Both targets take 8d6 lightning damage, and creatures within the area of lightning between them take lightning damage equal to your intelligence modifier. This ability fails if there is no line of sight between the two targets. Rend Steel Starting at 15th level, when you use your Psychokinesis to target a metal object you can rip it into pieces. You target a metal object or a creature wearing metal armor and spend 5 psi points to tear apart the metal. When you do so succesfully, your nose bleeds as one of your hit dice is spent. Iron Maiden. If the target is a creature, it must make a Strength saving throw against your psychic save DC. On a failure, you peel away strips of metal and push them inward, crushing and impaling the target with its own armor. The target takes 10d6 piercing damage and loses any AC bonuses granted by the armor. The target has disadvantage on attack rolls and saving throws until it spends 10 minutes carefully doffing the armor. Fragmentation. If the target is an object, you shred it apart as if it were tin foil. The force sends shreds of jagged metal swirling outward along the magnetic field lines you generated. The object is destroyed, and all creatures within 10 feet of it must make a dexterity saving throw, taking 12d6 slashing damage on a failed save or half as much damage on a successful one. Once you use this ability, you can’t use Rend Steel again until you finish a short or long rest. Railgun At 20th level, you can accelerate metal objects to mind-blasting speeds. You use your psychokinesis to target a single metal object or creature, or one wearing metal armor, which must be of medium size or smaller. you can spend 6 psi points to attempt to hyper-accelerate the target. If the target is a creature, it must make a strength saving throw against your psychic save DC. On a failure, or if the target is an object, it is accelerated toward a point on a solid surface that you choose within your psi range, and at least 30 feet from where it started, and your nose and ears bleed as two of your hit dice are spent. The accelerated target takes 10d6+40 force damage on impact, and if there is a creature or object in the space where it impacted that creature must succeed on a dexterity saving throw or it also takes this damage. If the damage from this impact reduces the accelerated target to 0 hit points, it vaporizes, releasing a blast of superheated plasma. Creatures within 30 feet of the target when it vaporizes take 10d6 thunder, 10d6 radiant and 10d6 fire damage. Once you use this ability, you can’t do so again until you finish a long rest. Empathic Talent You have chosen to focus on the way your psychic abilities can influence the bodies and minds of living creatures. Implant Thought Starting when you choose this talent at 3rd level, you can use your telepathy to communicate with creatures with whom you don't share a language. You can communicate only very simple one-word emotions and concepts, such as "angry", "red", or "go". Mind Palace. You have advantage on saving throws against spells or effects that would cause you to be charmed or frightened. In addition, the duration of your Extrasensory Perception is extended to 1 hour, and you can now target willing creatures with which you are familiar, even if they are outside of your psi range.