Psionic Talent Image
Prerequisite: Athas Campaign
 

Every character begins the game with the ability to manifest a randomly psionic talent. Talents are described in more detail at the end of this chapter. It should be noted that characters with the Mystic class gain this random wild talent in addition to the talents granted by their class.

Discipline Save DC = 8 + your proficiency bonus + your Intelligence modifier.

Discipline Attack Modifier = your proficiency bonus + your Intelligence modifier.

WILD TALENT

Roll 1d12 and consult the table below to determine your wild talent.

Roll

Talent

1

Beacon

2

Blade Meld

3

Blind Spot

4

Energy Beam

5

Light Step

6

Mystic Charm

7

Mystic Hand

8

Mind Meld

9

Delusion

10

Mind Slam

11

Mind Thrust

12

Psychic Hammer

 

Beacon
As a bonus action, you can cause bright light to radiate from your body in a 20 foot radius and dim light in an additional 20 feet. The light can be colored as you like. The light lasts for one hour, and you can extinguish it as a bonus action.

Blade Meld
As a bonus action, a one-handed melee weapon becomes one with your hand. For the next weapon you can't let go of your weapon nor can it be forced out of your grasp. The weapon is also not subject to weapon breakage when melded.

Blind Spot
As an action, you erase the image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Energy Beam
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning or thunder damage. The talents damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Light Step
As a bonus action, you alter your density and weight to alter your mobility. For the rest of your turn your walking speed increases by 10 feet, and the first time you start up this turn, you do so without expending any of your movement if your speed is greater than zero.

Mystic Charm
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw to be Charmed by you until the end of your next turn.

Mystic Hand
You can use your action to manipulate or move one item within 30 feet of you. The object can't weigh more than 10 pounds, and you cannot effect an object being worn or carried by another creature. If the object is loose you can move it up to 30 feet in any direction. The object falls to the ground at the end of your turn if you leave it suspended in midair.

Mind Meld
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise the talent fails and the action is wasted. This communication can occur until the end of the current turn. You don't need to share a language with the target for it to answer your telepathic utterances. And it understands you even if it lacks a language. You also gain access of one memory of the target's choice, granting perfect recall of one thing it saw or did.

Delusion
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Mind Slam
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Thrust
As an action, you target one creature you can see within 120 feet of you. Roll a ranged spell attack roll, on a hit, the target takes 1d10 psychic damage. The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Psychic Hammer
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. Roll a ranged spell attack, on a hit, the target takes 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2024 2:20:52 PM
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3/13/2024 2:45:23 PM
5
0
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6/10/2024 12:01:41 PM
11
2
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Psionic Talent Image

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