Prerequisite: Must have at least 3 levels in Soulknife Rogue
Author’s Note: I was looking for some more psionic abilities for Soulknife Rogues, so I added this feat. Most of these Psionic Abilities were taken from the UA Mystic class, repurposed, overhauled, and or rebalanced.
You've learned how to grow in your psionic potential and gain the following attributes:
- Increase the number of psionic dice by your proficiency modifier divided by 2 (rounded up).
- Choose 3 options for the list below
- This feat can be taken multiple times.
List of Psionic Abilities
- Visions of Despair (1 die). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is halved. On a successful save, it takes half as much damage.
- Assess Foe (2 dice). As a bonus action, you analyze the aura of one creature you see. You learn its all its immunities, resistances, and vulnerabilities.
- Psychic Speech (2 dice). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
- Forceful Query (2 dice). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw (not charmed), or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. (maybe choose 1 die and have a tell that it is happening)
- Phantom Caravan (3 dice). 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. If there isn’t an open space for all the targets to occupy at the arrival point, targets are thrown to the nearest possible location and take 2d10 force damage.
- Ransack Mind (varied dice; conc.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you spend 15 minutes and 1 psionic die focusing, the target must make an Intelligence saving throw. On a failure, you learn its key memories from the past 12 hours. If you spend another 15 minutes are 1 more die, on a failure on an Intelligence saving throw, you learn its key memories from the past 24 hours. Spending 2 more dice and 15 more minutes, on a failed save, you learn its key memories from the past 48 hours. After this, the price of dice goes up by 2 and the time increases by 15 minutes, but the results stay the same.
At any point in this process the target succeeds on the Intelligence Save, you can still maintain concentration, spending the next level’s up cost. For example, if the target succeeds on the second Intelligence Save, you can expend 15 more minutes and 2 additional dice and continue. - Occluded Mind (2 dice). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
- Phantom Idea (varied dice; conc.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. Each tier up costs 1 additional psionic die and 15 minutes. On a successful save, you can choose to spend additional dice and time.
- Overwhelming Attack (3 dice). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take an attack of opportunity. You choose the targets of the attacks.
- Read minds (2 dice). As an action, spend 2 psionic dice and cast detect thoughts.
- Telekinesis (3 dice). As an action, spend 3 psionic dice and cast telekinesis at the 5th level.
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