You have further honed your powerful innate psionic abilities, gaining the following benefits:
- Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
You gain a number of psionic dice equal to your wisdom, charisma or intelligence modifier. If you are a Farspawn they are d10's and your existing dice also become d10's. If you are a class or subclass that already has psionic dice they are d10's, otherwise they are d8's.They replenish on a long rest.
You can use these dice or any dice from your subclass or class for the following features:
Telekinesis
As an action you can expend a number of dice up to your proficiency bonus to move an object or creature you can see other than yourself within 120 feet of you a number of feet equal to the number rolled on the dice times 5, minimum of 10 per dice, to an unoccupied space that you can see. An object or medium or smaller unwilling creature can weigh up to 10 pounds when moved like this and for objects and unwilling creatures above 10 pounds the distance you can move them is reduced by 1 foot for every 3 pounds over 10 it is, an unwilling creature requires a dc12 cha, wis or int check that is also contested against a strength check made by the creature. A willing medium creature can be moved 10 feet per dice expended and requires a dc12 cha, int or wis check to move which you can make before expending dice. You cannot move something fast enough to damage a creature.
Telepathy
As an action you can expend a number of dice up to your proficiency bonus and create a telepathic link with 1 creature you can see within 120 feet for a number of minutes equal to three times the amount rolled, this ends early if the creature gets more than 1 mile away from you. You can have a number of links active at a time equal to your wisdom, charisma or intelligence modifier.
Spellcasting
You can choose 1 spell list from the 9 given that best represents your preferred style of psionics. It costs 3 dice to cast a level 1 spell and 4 dice to cast a level 2 spell. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait. None of these spells require spell components when you cast them with this trait.
Spell lists
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Manipulation
- you learn the friends cantrip, at level 3 you learn the spells charm person and Tasha's hideous laughter and at level 5 you learn the spell enthrall.
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Telekinesis
- you learn the mage hand cantrip, at level 3 you learn the spells, floating disc and shield and at level 5 you learn the spell, levitate.
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Physical enhancement
- you learn the mage hand cantrip and the spells zephyr strike, Jump and kinetic jaunt.
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Defence
- you learn the blade ward cantrip and the spells shield, heroism and mirror image.
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Control
- you learn the friends cantrip and the spells command, silvery barbs and suggestion.
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Illusion:
- you learn the minor illusion cantrip and the spells silent image, cloak of shadows and phantasmal force.
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Attack
- you learn the mind sliver cantrip and the spells hex, dissonant whispers and Tasha's mind whip.
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Telepathy:
- you learn the message cantrip and the spells comprehend languages, beast bond and detect thoughts.
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Mobility
- you learn the mage hand cantrip and the spells expeditious retreat, longstrider and misty step.
Note, none of these are available because of sharing limitations.
Previous Versions
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12/5/2025 10:09:08 AM
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