As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. Toppling Shift (2 psi). By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. Psychic Focus. Psychic Phantoms You can increase the damage by 2d8 if you spend 1 more psi point on this ability. Class Features. As an action, choose one creature you can see within 60 feet of you. PE:APG: Catapsi: A: Psychic static inhibits … • Ranger Spells When this effect ends, the elemental disappears. • Fey Wanderer The wall is 60 feet long, 15 feet high, and 1 foot thick. • Telepathic • Tempest Domain See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. Transposition (3 psi). Wind Stream (1–7 psi). • Faction Agent As an action, choose up to eight creatures you can see within 90 feet of you that can see you. • School of Illusion • Moderately Armored While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. You create psychic static that disrupts other creatures’ ability to think clearly. This effect ends if the creature can no longer see or hear you or if it takes damage. Iron Resistance (7 psi; conc., 1 hr.). Immortal Discipline Nomadic Mind Winds howl in a 20-foot-radius sphere centered on that point. Animate Earth (7 psi; conc., 1 hr.). You can target one additional creature for every additional psi point you spend on this ability. Telekinetic Barrier (3 psi; conc., 10 min.). Nomadic Step You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. Psychic Focus. You gain a keen sense of smell and an instinct to detect prey. • Mounted Combatant During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. Adaptive Body • Hunter Conclave While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. • Charger • Path of the Storm Herald Water Sphere (6 psi; conc., 1 min.). • School of Onomancy You then teleport up to 10 feet to an unoccupied space you can see. • Crossbow Expert On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. This page contains the homebrew class power list for the Psychic Warrior class. The fire lasts until your concentration ends. It channels thoughts and knowledge back to you, greatly enhancing your senses. Immortal Discipline With a team of extremely dedicated and quality lecturers, wizard subclasses 5e will not only be a place to share knowledge but also to help students get inspired to explore and discover many creative ideas from themselves. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. • Knight As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. • Defensive Duelist Awakened Discipline • Coins and Gemstones, • Animal Handler Likewise, different options from a psionic discipline combine if they are active at the same time. • Gloom Stalker Conclave As an action, your mind seizes control of a one-handed melee weapon you’re holding. Aura of Victory (1–7 psi; conc., 10 min.). Disciplines don’t require the components that many spells require. • Perceptive This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. You wield your mind like a weapon, unleashing salvos of psionic energy. On a successful save, the creature can pass through it. Corrosive Metabolism As an action, you can move the sensor up to 30 feet in any direction. As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. On a successful saving throw, it takes half as much damage. Each effect has its own psi point cost. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. See pages that link to and include this page. • Undying, • School of Abjuration • Grave Domain Commander’s Sight (2 psi; conc., 1 rnd.). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. • Burglar As an action, choose a point you can see within 60 feet of you. While focused on this discipline, you have advantage on Strength (Athletics) checks. • Genasi Warp Armor (3 psi). On a successful save, a target takes half as much damage. The shadows last until your concentration ends, and they obey your verbal commands. As an action, choose one creature you can see within 60 feet of you. • Centaur Fire Form (5 psi; conc., 1 min.). That creature must make an Intelligence saving throw. • College of Swords • Leonin In combat, roll for its initiative, and choose its behavior during its turns. • Tavern Brawler • Warforged (UA), • Acolyte Force Lightning (3.5e Power) Psionic Missile (3.5e Power) 2nd-Level Psychic Warrior Powers. Add them together to determine the total cost. A survey is also now available on the previous installment of Unearthed Arcana, which presented variant class features for every class in the Player’s Handbook. Nomad’s Gate (7 psi; conc., 1 hr.). Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. • Swashbuckler 5th-Level Psychic Warrior Powers. Powers: The psychic warrior’s manifester level is equal to her class level. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. • Eldritch Adept As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. Breath of the Green Dragon (7 psi). • Clockwork Soul • Zeal Domain, • Circle of Dreams Welcome! • Path of the Battlerager • Path of the Zealot, • College of Creation ends. This bonus applies against the triggering attack. • Druid Spells The elemental lasts until your concentration ends, and it obeys your verbal commands. Radiant Beam (5 psi; conc., 1 min.). Please be VERY careful to avoid adding misinformation! Choose one creature you can see within 60 feet of you. A psychic warrior begins play knowing two 0-level powers (talents). • Way of the Astral Self Unless otherwise stated, the content of this page is licensed under. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. • Inspiring Leader • Silver-Tongued Bestial Claws (1–7 psi). • Aasimar • Sharpshooter Wikidot.com Terms of Service - what you can, what you should not etc. The save automatically succeeds if the target is immune to being charmed. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. Psychic Assault • Zeal Domain (Amonkhet), • Circle of Dreams See pages that link to and include this page. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The light produced by spells of 2nd level or less is suppressed in this area. Thus, I present to you the new feature included in the book: dragonmarks. The target takes 1d6 bludgeoning damage per psi point spent. As an action, you deliver a touch of acid to one creature within your reach. • Keen Mind You learn an additional wizard or psionic cantrip at 10th level. List of Source Books *Please Support By Owning the Books* Spells. • Outlander As a bonus action, you become wreathed in flames until your concentration ends. Psychic Focus. • Knight • School of Enchantment Welcome to this Dungeons & Dragons 5th Edition wiki. • Kalashtar (UA) The discipline specifies the type of action and number of psi points it requires. The wall lasts until your concentration ends. This takes the form of telepathic and telekinetic tricks, mostly telekinetic, to improve weapon-using combat. One of the reasons I love Wizards of the Coast and tabletop RPGs in general is how quickly they can get new class options to us with things like Unearthed Arcana, and the latest edition unveils a … Backgrounds. Until the start of your next turn, your allies have advantage on attack rolls against that target. Water Whip (3 psi). As an action, you create a poison spray that targets one creature you can see within 30 feet of you. If the attack still hits you, the attacker takes 2d10 psychic damage. • Way of the Drunken Master Choose one creature you can see within 60 feet of you. Cantrips. • Drow High Magic Psychic Warrior Fighter Archetype. You cause a creature's bloodlust to overcome its sense of preservation. • Alchemist Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. Diminution You learn its current hit point total and all its immunities, resistances, and vulnerabilities. A psychic warrior's powers make her/him flexible and to some extent useful in non-combat situations. Discipline Descriptions Please keep official content to the top section, and homebrew to the very bottom section. The Psychic Warrior from 3.5 edition was its own class, but the new 5th edition version still seems to be an upgrade. • Arcanist Mastery of Air • Grinner Brute Force On a failed save, it sits and is incapacitated until your concentration ends. A Psychic Warrior combines the study of psionics with martial training, yielding a warrior who can transcend their physical limits while delivering skilled, deadly attacks. It is a powerful Practitioner class that is most appropriate for high-powered games. As an action, you unleash devastating psychic energy in a 60-foot cone. • Oath of Devotion Psychic Focus. Wu Jen Discipline Targets and Areas of Effect • Gourmand Giant Form (7 psi; conc., 1 min.). Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. As an action, choose a point you can see within 60 feet of you. Something does not work as expected? Body Adjustment A: Heal 1d12 damage. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. Psionic Armament lets you either improve defense or offense, and you can … • College of Lore The Psychic Warrior augments their powerful martial prowess with incredible new powers like Psychic Armament, which allows a fighter to shrug off some damage with the power of their mind alone. Psychic Focus. Baleful Transposition (5 psi). Your power reaches into a creature’s mind and causes it false perceptions. Crown of Despair Wandering Eye (6 psi; conc., 1 hr.). • Assassin A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. As an action, you exert an aura that inspires awe in others. Power Points/Day. Some options show a range of psi points, rather than a specific cost. The wall is 60 feet long, 15 feet high, and 1 foot thick. 1. Shadow Beasts (3 psi; conc., 1 min.). While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks. On a failed save, you choose the target’s movement and action on its next turn. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. On a failed save, the target is frightened until the start of its next turn, and you roll a die. As an action, choose one creature you can see within 60 feet of you. Directed by Greg Beeman. As an action, you create a field of protective psychic energy. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. I wanted to stay true to the simplicity of … See the Monster Manual for its stat block. Your control over your body allows you to deliver acid or poison attacks. You exhale a cloud of poison in a 90-foot cone.   • Beast Master Revised Your skin becomes as tough as leather; you gain a +2 bonus to AC. As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. You learn two cantrips of your choice from the psionic spell list. Psychic Warrior? As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. Move (1–7 psi). On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. Psychic Focus. A simple, straightforward, playable psionics framework for 5th Edition using the Player's Handbook and Dungeon Master's Guide. Psychic Focus. As an action, you create an area of magical darkness, which foils darkvision. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. You may instead be looking for the SRD Psychic Warrior Powers. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. You refocus your sight to see the energy that surrounds all creatures. Mantle of Courage World of Horror (7 psi; conc., 1 min.). • Dwarf The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the most potent effect usually dependent on how many psi points were used to create the effect applies while the durations of the effects overlap. When this effect ends, the elemental disappears. As a bonus action, you can Dash or make one weapon attack. • Unity Domain, • Circle of Stars Psychic Focus. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. Hammer of Inquisition (1–7 psi). • Wizard Spells, • Abjuration While you concentrate on this ability, you probe one creature’s mind. Climbing (2 psi). • Way of Mercy • Oath of Redemption As a bonus action, you project psionic energy until your concentration ends. As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour. Iron Hide (1–7 psi). With mental and physical energy working in union, the psychic warrior … You choose the targets of the attacks. Check out how this page has evolved in the past. Choose a spot you can see within 60 feet of you. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. When this effect ends, the elemental disappears. A creature is immune to this ability if it is immune to being charmed. Any creature in that square must make a Strength saving throw. With three failed saving throws, it lasts for 48 hours. • Shield Training Pokémon Crystal Turns 20: The First 'Real' Pokémon Game. The creature must remain within 30 feet of you, and you must be able to see it. You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. You can pass through openings that are no more than 1 inch wide without squeezing. While focused on this discipline, you gain resistance to psychic damage. • Orc • Noble 5e SRD; SRD System (WotC) SRD FAQ (WotC) d20 Modern SRD (WotC) Pathfinder SRD (Paizo) d20SRD Facebook; D&D Wiki; BoLS; BoLS Facebook; Lexicanum; Lexicanum Facebook; D&D - RPG News; Psychic Warrior. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall. Join this site. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. Psychic Blast (6 psi). • Order of the Profane Soul, • Arcana Domain • Circle of Spores Phantom Foe (3 psi; conc., 1 min.). Avatar Discipline Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. You enter a deep contemplation. As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. Awakened Discipline • Forge Domain Psychic Warrior One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. Each of those allies can use their reaction to take the Attack action. Back to Main Page → 3e Open Game Content → System Reference Document → Classes. As an action, you cause yourself to be invisible during any of your movement during the current turn. You can increase the damage by 1d6 per additional psi point spent on this ability. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. Unearthed Arcana introduces a whole new Psionics system. Phantom Idea (6 psi; conc., 1 hr.). Psychic Focus. Thunder energy erupts in a 20-foot-radius sphere centered on that point. As an action, you let Psychic Focus. • Battle Master Append content without editing the whole page source. • Wood Elf Magic, • Barbed Hide A psychic warrior’s ability to manifest powers is limited by the power points he has available. • Tiefling, • Bugbear The target must make a Dexterity saving throw. A survey … You become one with the power of elemental air. A Warlock as Psychic Warrior or Psionics |Character Build D&D 5e A great example is the warlock ‘s 1st level feature: Otherworldly patron. The save automatically succeeds if the target is immune to being charmed. Classes. Psychic Focus. • Oath of the Watchers Breath of the Black Dragon (5 psi). Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. You can increase the damage by 1d6 per additional psi point spent on it. • School of Graviturgy • School of Theurgy, Unless otherwise stated, the content of this page is licensed under, Vše nejen o larpech ve východních Čechách. • Paladin Spells • Lurker in the Deep This is a multipart series about my home brew psionics and psychic warrior classes and rules for fifth edition Dungeons & Dragons. As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. Maximum Power Level Known. You must spend that number of psi points to use that option, while abiding by your psi limit. The wall is 40 feet long, 10 feet high, and 1 inch thick. • Soulknife As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. In combat, roll for its initiative, and choose its behavior during its turns. Ice Spike (1–7 psi). With David James Elliott, Catherine Bell, Patrick Labyorteaux, John M. Jackson. • Fey Touched You cast your mind about for information about a specific creature. As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. • Cavalier The following are class features of the psychic warrior. • Circle of Wildfire, • Arcane Archer • Hermit Such communes are rare, but their … • School of Conjuration • Fey Teleportation As an action, you target one creature you can communicate with via telepathy. The weapon returns to your grasp after it attacks. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. Animate Weapon (1–7 psi). • Flames of Phlegethos As a bonus action, you analyze the aura of one creature you see. Perfect Senses (3 psi). Telepathy class feature with up to six creatures at once. • Thief, • Aberrant Mind • Zeal Domain (Amonkhet), • Circle of Dreams See pages that link to and include this page. The psychic warrior’s base power points do not increase after 20th level. • Tabaxi The save automatically succeeds if the target is immune to being charmed. • Kalashtar On a successful save, a target takes half as much damage. You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. As an action, you study one creature’s aura. • Quick-Fingered This effect ends on a target if it succeeds on three saving throws against it. • Resilient This is a multipart series about my homebrew psionics and psychic warrior classes and rules for fifth edition Dungeons & Dragons. As an action, you sheathe yourself in an intangible field of magical force. A discipline provides different options for how to use it with your psi points. • Martial Adept Please follow the survey link below to let us know … While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. You exhale a wave of acid in a 60-foot line that is 5 feet wide. Psychic Focus. Click here to toggle editing of individual sections of the page (if possible). The target must make a Constitution save. Their minds bristling with power, three new subclasses arrive in today’s Unearthed Arcana: the Psychic Warrior for the fighter, the Soulknife for the rogue, and the tradition of Psionics for the wizard. • Guild Merchant New … With it, several new player choices arrived. As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. PU: Barrage: Execute a flurry of swift attacks against nearby targets. Check out how this page has evolved in the past. • Knight of the Order • Lucky Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. • Tracker Mighty Leap (1–7 psi). Grasp (3 psi; conc., 1 min.). Something does not work as expected? Wikidot.com.wikidot.com Share on. Blur of Motion (2 psi). The wall lasts until your concentration As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. It must succeed on a Strength saving throw or be knocked prone. The admiral in charge faces a court-martial for manslaughter and dereliction; Mac and Bud prosecute, and Harm defends. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. • The Genie • Protection Domain Eye of Horror (1–7 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. At least some portion of the square’s border must be within 5 feet of you. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. Psychic Focus. Flight (5 psi). • Mastermind Wikidot.com Terms of Service - what you can, what you should not etc. You exert an aura of trust and authority, enhancing the coordination among your allies. Step from Sight (3 psi; conc., 1 min.). Change the name (also URL address, possibly the category) of the page. Please join if you want to help add recent UA to the wiki! As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. While focused on this discipline, you have advantage on Charisma (Intimidation) checks. PE:APG: Biting Cold: A: Deal extra cold damage and stagger target. 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