Feat/List/Theme/Innate: Difference between revisions

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<noinclude>{{ScuffedMenu|offset=5.8em|[[Feat/List/Theme/Innate/Body_Power|Body Power]] {{!}} [[Feat/List/Theme/Innate/Psychic_Power|Psychic Power]] {{!}} [[Feat/List/Theme/Innate/Elemental_Power|Elemental Power]] }}</noinclude>
<noinclude>{{ScuffedMenu|offset=5.8em|[[Feat/List/Theme/Innate/General_Power|General Power]] {{!}} [[Feat/List/Theme/Innate/Body_Power|Body Power]] {{!}} [[Feat/List/Theme/Innate/Psychic_Power|Psychic Power]] {{!}} [[Feat/List/Theme/Innate/Elemental_Power|Elemental Power]] }}</noinclude>
<tabs>
<tabs>
<tab name="*">{{#invoke:feat|list|Innate}}</tab>
<tab name="General Power">{{#invoke:feat|list|General_Power}}</tab>
<tab name="Body Power">{{#invoke:feat|list|Body_Powers}}</tab>
<tab name="Body Power">{{#invoke:feat|list|Body_Power}}</tab>
<tab name="Psychic Powers">{{#invoke:feat|list|Psychic_Power}}</tab>
<tab name="Psychic Powers">{{#invoke:feat|list|Psychic_Power}}</tab>
<tab name="Elemental Powers">{{#invoke:feat|list|Elemental_Power}}</tab>
<tab name="Elemental Powers">{{#invoke:feat|list|Elemental_Power}}</tab>
<tab name="*">{{#invoke:feat|list|Innate}}</tab>
</tabs>
</tabs>

Latest revision as of 21:39, 23 October 2024

Adaptive Body

→ Adaptive Body

Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.

  • You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
  • You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Consumptive Power

→ Consumptive Power

You gain the ability to sacrifice your physical durability in exchange for innate power.

  • When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.


Empowered Innate Source

→ Empowered Innate Source

Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.


Eternal Body

→ Eternal Body
Prerequisite: Adaptive Body


Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Indivisible Bond

→ Indivisible Bond

You and another creature form a psychic bond.

Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.

Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.

Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.

Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.

Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.


Infinity Gate

→ Infinity Gate


Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Purity of Body

→ Purity of Body

You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Purity of Mind

→ Purity of Mind

You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:

  • You have advantage on Sanity checks.
  • You have resistance to psychic damage.
  • You have advantage on Fortitude checks made to maintain concentration on a spell.
  • You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.

Purity of Soul

→ Purity of Soul

You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:

  • You have advantage on Will checks against being charmed or frightened.
  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.

Sage Mode

→ Sage Mode


Telepathy

→ Telepathy

Your mind awakens to the ability to communicate via telepathy.

  • You can telepathically speak to any creature you can see within 40 meters of you in this manner.
  • You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
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. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters 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. 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. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. 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.


Bestial Form

→ Bestial Form
Power: Psychic Power
Prerequisite: Primal Theme


  • You transform your body, gaining traits of different beasts, as a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own innate point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

    Once per long rest you may use a feature with a reduced cost of -2.

Bestial Claws
(1 innate points)
You manifest long claws. Your unarmed attacks deals 1d6 slashing damage. As a bonus action you can make one melee attack with your claws.

Amphibious
(2 innate points)
You gain gills; you can breathe air and water.

Climbing
(2 innate points)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight
(5 innate points)
Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses
(2 innate points)
Your eyes and ears become more sensitive. You gain advantage on Perception(Investigation) checks.

Perfect Senses
(3 innate points)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 5 meters of you, even if you are blinded.

Swimming
(2 innate points)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide
(2 innate points)
Your skin becomes as tough as leather; you gain a +2 bonus to AL.


Acid Affinity

→ Acid Affinity
Power: Elemental Power 


Your control over your body allows you to deliver acid attacks.

  • When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.

Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.

Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.

Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.


Air Affinity

→ Air Affinity
Power: Elemental Power 


  • You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
    This allows you to open an unlocked door, pour out a beer stein, and so on.
    The object falls to the ground at the end of your turn if you leave it suspended in midair.
  • As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.

Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.

Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.

Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.



Mastery of Acid

→ Mastery of Acid
Power: Elemental Power 


  • As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.

Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.

Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.

Breath of the Black Dragon
(5 innate points) You exhale a wave of acid in a 20-meter line that is 1 meter wide. 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. You can increase the damage by 1d6 per additional innate point spent on it.

Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.


Mastery of Air

→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)


You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

  • When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.

Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.

As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.

Innate
Points
Spent
Maximum
Weight
Bludgeoning
Damage
2 10 kg 2d6
3 25 kg 4d6
5 100 kg 6d6
6 250 kg 7d6
7 500 kg 8d6

Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.

Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.

Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.


Mastery of Fire

→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)


You align your mind with the energy of elemental fire.

  • You gain a +1 bonus to all rolls for fire damage.

Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.

Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent

Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


Acid Affinity

→ Acid Affinity
Power: Elemental Power 


Your control over your body allows you to deliver acid attacks.

  • When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.

Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.

Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.

Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.


Adaptive Body

→ Adaptive Body

Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.

  • You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
  • You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Air Affinity

→ Air Affinity
Power: Elemental Power 


  • You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
    This allows you to open an unlocked door, pour out a beer stein, and so on.
    The object falls to the ground at the end of your turn if you leave it suspended in midair.
  • As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.

Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.

Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.

Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.



Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Bestial Form

→ Bestial Form
Power: Psychic Power
Prerequisite: Primal Theme


  • You transform your body, gaining traits of different beasts, as a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own innate point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

    Once per long rest you may use a feature with a reduced cost of -2.

Bestial Claws
(1 innate points)
You manifest long claws. Your unarmed attacks deals 1d6 slashing damage. As a bonus action you can make one melee attack with your claws.

Amphibious
(2 innate points)
You gain gills; you can breathe air and water.

Climbing
(2 innate points)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight
(5 innate points)
Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses
(2 innate points)
Your eyes and ears become more sensitive. You gain advantage on Perception(Investigation) checks.

Perfect Senses
(3 innate points)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 5 meters of you, even if you are blinded.

Swimming
(2 innate points)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide
(2 innate points)
Your skin becomes as tough as leather; you gain a +2 bonus to AL.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
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. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Consumptive Power

→ Consumptive Power

You gain the ability to sacrifice your physical durability in exchange for innate power.

  • When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.


Empowered Innate Source

→ Empowered Innate Source

Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.


Eternal Body

→ Eternal Body
Prerequisite: Adaptive Body


Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Indivisible Bond

→ Indivisible Bond

You and another creature form a psychic bond.

Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.

Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.

Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.

Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.

Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.


Infinity Gate

→ Infinity Gate


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters 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. 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. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Mastery of Acid

→ Mastery of Acid
Power: Elemental Power 


  • As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.

Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.

Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.

Breath of the Black Dragon
(5 innate points) You exhale a wave of acid in a 20-meter line that is 1 meter wide. 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. You can increase the damage by 1d6 per additional innate point spent on it.

Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.


Mastery of Air

→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)


You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

  • When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.

Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.

As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.

Innate
Points
Spent
Maximum
Weight
Bludgeoning
Damage
2 10 kg 2d6
3 25 kg 4d6
5 100 kg 6d6
6 250 kg 7d6
7 500 kg 8d6

Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.

Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.

Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.


Mastery of Fire

→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)


You align your mind with the energy of elemental fire.

  • You gain a +1 bonus to all rolls for fire damage.

Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.

Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent

Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. 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.


Purity of Body

→ Purity of Body

You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Purity of Mind

→ Purity of Mind

You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:

  • You have advantage on Sanity checks.
  • You have resistance to psychic damage.
  • You have advantage on Fortitude checks made to maintain concentration on a spell.
  • You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.

Purity of Soul

→ Purity of Soul

You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:

  • You have advantage on Will checks against being charmed or frightened.
  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.

Sage Mode

→ Sage Mode


Telepathy

→ Telepathy

Your mind awakens to the ability to communicate via telepathy.

  • You can telepathically speak to any creature you can see within 40 meters of you in this manner.
  • You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.