"A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to boost their allies and cripple the will of enemies." - Xcom 2
Psionic Operatives are Humans who are subject towards experiments to unlock, awaken and utilize the psionic potential shown within humanity to fight and ultimately push back against the aliens and Advent however Psionic Operatives don't have the benefit of strong natural psionic power like most aliens or some natural humans as such, they need to benefit from a Psionic Amplifier or Psi Amp, a marvelous piece of engineering researched by and crafted by which helps amplifies the humans psionic potential at a far greater degree then they naturally could.
Psionic Enhanced Humans.
Psi Operatives are Xcom Soldiers made to wield the aliens greatest strength which are Psionic Power, some humans have greater degree of potential then others and those who are subjected and awaken this power could wield power almost equivalent to the aliens and the Advent Coalition.
Creating a Psi Operative.
When creating a Psi Operative, Think about why they volunteered for the experimental treatment to have their psionic potential unlocked, is it to acquire more power or as a way to bring the fight against the alien threat.
Quick Build.
You can make a Psi Operative Quickly, Fight Make Constitution the highest stat, followed by Dexterity, as well as choosing the soldier background.
Class Features.
As a Psi Operative, you get the following features.
Hit Points.
Hit Dice: 1D8.
Hit Points at Level 1: 8 + Constitution Modifier.
Hit Points at Higher Levels: 1D8 + Constitution Modifier.
Proficiencies.
Armor: Light, Medium Armor.
Weapons: Simple Weapons, Firearms, One Martial Weapon of your Choice.
Tools: Calligraphy Tools, Tinker Tools.
Saving Throws: Constitution, Dexterity.
Skills: Choose three: Arcana, Investigation, Perception, Persuasion, Intimidation, History, or Insight.
Starting Equipment.
*One Martial Firearm.
*Two Simple Weapons or One Martial Weapon.
*Calligraphy Tools & Tinker Tools
*Dungeoneer's Pack or Explorer's Pack.
Table: Psi Operative.
Level 1-
*Proficiency Bonus: 2
*Features: Stat Boost, Grenades, Psi Amp, Auto Ballistic Rifle, Xcom Kevlar Armor, Psi Points.
*Psi Points: 3
Level 2-
*Proficiency Bonus: 2
*Features: Fighting Style, Overwatch, Utility Items.
*Psi Points: 6
Level 3-
*Proficiency Bonus: 2
*Features: Subclass.
*Psi Points: 9
Level 4-
*Proficiency Bonus: 2
*Features: Extra Attack, Weapon Upgrades, Gear Upgrades.
*Psi Points: 12
Level 5-
*Proficiency Bonus: 3
*Features: Psionic Discipline, Psionic Talent, Psionic Solace, Psi Amp Upgrade, Subclass Feature.
*Psi Points: 15
Level 6-
*Proficiency Bonus: 3
*Features: None.
*Psi Points: 18
Level 7-
*Proficiency Bonus: 3
*Features: None.
*Psi Points: 21
Level 8-
*Proficiency Bonus: 3
*Features: Advanced Psi Amp Upgrade, Magnetic Weapon Upgrade, Plated Armor, Subclass Feature.
*Psi Points: 24
Level 9-
*Proficiency Bonus: 4
*Features: Psionic Inspire.
*Psi Points: 27
Level 10-
*Proficiency Bonus: 4
*Features: Psionic Fortress, Subclass Feature, PCS.
*Psi Points: 30
Level 11-
*Proficiency Bonus: 4
*Features: None.
*Psi Points: 33
Level 12-
*Proficiency Bonus: 4
*Features: Psionic Sustain.
*Psi Points: 36
Level 13-
*Proficiency Bonus: 5
*Features: Subclass Feature.
*Psi Points: 39
Level 14-
*Proficiency Bonus: 5.
**Proficiency Bonus: 5
*Features: Psionic Rift.
*Psi Points: 42
Level 15-
*Proficiency Bonus: 5
*Features: None.
*Psi Points: 45
Level 16-
*Proficiency Bonus: 5
*Features: Alien Psi Amp Upgrade, Plasma Weapon Upgrade, Powered Armor.
*Psi Points: 48
Level 17-
*Proficiency Bonus: 6
*Features: Subclass Feature.
*Psi Points: 51
Level 18-
*Proficiency Bonus: 6.
*Features: None.
*Psi Points: 54
Level 19-
*Proficiency Bonus: 6.
*Features: None.
*Psi Points: 57
Level 20-
*Proficiency Bonus: 6.
*Features: Ethereal Genetic Mutation.
*Psi Points: 60
Bonus Stat Boost-
As a Psi Operative who's just started to awaken their psionic potential through experimentation headed by the chief researcher of the Xcom Organization, your psionic power starts boosting your natural body at a far greater extent than Mechanical Engineering or Genetic Engineering.
Starting at Level 1, You gain a passive boost of a +1 to both Constitution and Dexterity Scores but this can't go beyond the level cap of 20.
At Lv10, you gain an additional +1 Stat Boost to Constitution and Dexterity.
Grenades-
Psi Operatives are still soldiers working for the Xcom Organization which means that they are granted supplies to help bolster their effort against Advent, such as explosive devices known as grenades which are used to help clear out groups of enemies with a well placed grenade throw.
Starting at Level 1, You gain access to a single use item called a grenade which you can use to inflict an explosive attack to a group of enemies, as an action, you can throw the grenade up to 20 ft and the explosive damage from the grenade extends up to 20 Ft from the point of origin of where the grenade had been thrown too and deals 1D4 Fire Damage + Constitution Modifier.
Once this feature has been used, you will regain use of this feature after a Long Rest.
At Level 5, This is increased to 2D4 + Con Mod.
At Level 9, This is increased to 2D6 + Con Mod.
At Level 10, You can use this feature twice instead of once as the grenades are upgraded from simple fragmentation grenades of humanity to the alien focused power of Plasma Grenades.
The Plasma Grenades are an improvement of the original design which they can now reach up to 30 Ft from the point of origin and their power is increased to 2D10 + Constitution Modifier + Dexterity Modifier.
At Level 13, This is increased to 3D10 + Con Mod + Dex Mod.
The Dexterity DC Save needed to avoid damage thrown by the grenade is
8 + Proficiency Bonus + Constitution Modifier.
Basic Psionic Amplifier-
The Basic Psionic Amplifier is the base tool needed for Psi Operatives to utilize the bulk of their psionic power because without it, a lot of their offensive or support psionic abilities will not be usable but luckily it has a strong form to help resist most forms of damage.
Starting at Level 1, The Psi Amp allows you to utilize most psionic power that the Psi Operative is capable of but the Psi Amp has the block stat for any item.
Also at Level 1, as an action you can spend 1 Psi Point to utilize your psionic energy to provide a beam of Psi Energy similar to the Firebolt Cantrip by focusing and amplifying the psionic energy produced.
The Psi Bolt deals 1D8 + Con Modifier of Psychic Damage which bypasses Resistance and Immunities to Psychic Damage.
At Level 5, The Psi Bolt now deals 1D10 + Con Modifier however the ability now has an increased cost of 2 Psi Points for Use.
At Level 10, The Psi Bolt now deals 1D12 + Con Modifier however the ability now has an increased cost of 3 Psi Points for Use.
At Level 15, The Psi Bolt now deals 2D8 + Con Modifier however the ability now has an increased cost of 4 Psi Points for Use.
At Level 20, The Psi Bolt now deals 2D10 + Con Modifier however the ability now has an increased cost of 5 Pai Points for Use.
The Psi Amp Device has an AC of 18 and has the HP of 10.
At Level 3, You can now gain a psionic benefit with using the Basic Psi Amp as such, all psionic based features, spells and abilities now gain a +1 on effectiveness of their abilities.
Auto Ballistic Rifle-
As an Xcom Operative of any field and specialization, it's recommended and required to wield any form of weapon that could best help in the fight against the Advent Coalition, be it from an obsolete Scar Rifle from the time of the First Alien Invasion to even the advanced Psionic Amplifier.
Starting at Level 1, You will gain access to the basic Auto Ballistic Rifle Xcom used 20 years prior when the first alien invasion started, and will become an essential weapon to use against enemies of all kinds.
The Auto Ballistic Rifle will allow you to use an action to dish out a ranged attack which extends to 10 Ft up to 50 ft away while prompting disadvantage if attacking within 10 ft and farther then 50 ft away, you can attack with the rifle 3 times before needing an action to reload.
The Damage that the Auto Ballistic Rifle does is 1D8 + Dexterity Modifier.
Xcom Kevlar Armor-
As an Xcom Operative, it's imperative to wield some form of bodily armor as the impressive technology and power that the aliens have shown case in their initial invasion has caused even the most armored and powerful of soldiers to be killed swiftly even the obsolete Kevlar Armor that Xcom wielded in the first invasion could provide a last minute detail to save your life.
Starting at Level 1, You gain access to the old Xcom Kevlar Armor that the organization had fielded twenty years prior even if it was incredibly obsolete, it can still provide needed protection from Advent and their aliens.
You gain 10 + Con Mod when not wearing any other armor then the Kevlar Armor, this armor can also be enhanced upon by any gear upgrade.
Psi Points-
You have an internal reservoir of energy that can be devoted to psionic ability that you can utilize as you further level up as a Psi Operative, the amount of Psi Points you possess is detailed in the table above, you recover all expended Psi Points within every long rest.
Fighting Style-
The Psi Operative is still a soldier fighting for humanity as despite having a particular focus for psionic abilities displayed the more of the psionically charged aliens, Psi Operatives still has training in other fields such as close combat, guns and explosives.
Starting at Level 2, You can adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once,
-Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
-Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
-Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
-Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
-Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
-Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Overwatch-
The Psi Operative has the potential to provide all sorts of support for other soldiers while on the field against the enemy but a particular support is best favored by Xcom is the type of support that guns down the enemy whenever they are in sight and moving.
Starting at Level 2, You gain the ability to put yourself onto a situation called overwatch which uses an action that allows you provide a reaction to initiate an attack to any enemies moving within 30 Ft of you, this is only restricted to enemies that are moving within 30 Ft and can't be triggered by other actions such as attacking or supporting via other means.
You can utilize this feature even if your behind ½ Cover or ⅓ Cover, so long as your partly visible from behind cover then you can benefit from the effects of overwatch
Utility Items-
As an Operative of Xcom, you will come face to face with a near impossible enemy that can't be defeated conventionally and when it comes down to it with an empty weapon and a weakened psionic connection filled with fear, you will need side equipment to help tip the tide of any battle to your favor which comes into the form of utility items.
Starting at Level 2, You will gain access to the numerous amount of side and utility items that can help you turn any tide of battle to your favor however you must use them tactically as you will only have a limited amount of items to help as such you can only use a utility item once before shutting down to recharge, at the starting level, you will only gain one utility item for your use in battle.
Though you will gain an additional utility item every two levels(Lv4, Lv6, Lv8, Lv10, Lv12, Lv14, Lv16, Lv18, Lv20) to help expand your inventory, you can pick one utility item multiple times to increase the amount of uses of that particular item.
You can regain all uses from every utility item after a long rest.
Specialization-
As a Psi Operative, you gain the ability to utilize your psionic energy and specialize in two different fields that would best be appropriate for particular missions and enemies.
Starting at Level 3, You can now choose between two specializations that a Psi Operative can focus on which is the Combat Specialization or the Psionic Specialization.
Extra Attack-
Starting at Level 4, you may attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Upgrades-
After facing against the threat that is advent, it's becoming very apparent that your equipment is becoming less effective when it comes to fighting your enemy yet you nor the engineering team of the Xcom Organization has any way of increasing the ability of the Auto Ballistic Rifle as such, with the help of and , they have discovered a way to salvage equipment from dead Advent Operatives and use their equipment to upgrade the weapons of Xcom.
Starting at Level 4, You gain the ability to modify your feat granted Weapon using the parts you have salvaged from the equipment from Dead Advent Soldiers and Officers.
As such you can choose one modification to include to your weapon to enhance its capabilities.
You can choose an additional weapon modification at Level 8, Level 12, Level 16 and Level 20.
Gear Upgrades-
Having started with enhancing your weapons with advent parts and metal alloys, you will also need to increase your armor and equipment itself to increase your longevity and prowess on the battlefield when facing against the aliens, these parts can also be taken from the destroyed equipment from Advent Personnel.
Starting at Level 4, you can now upgrade your items from the Gear Upgrades List or Heavy Weapons list, if you have access to Exo Suit or Power Armor, to help increase your armor and abilities against any threat, you can choose one Gear Upgrade of your choice.
You gain an additional gear modification at Level 8, Level 12, Level 16 and Level 20.
Psionic Discipline-
Your potential as a psionic operative has now begun to fully show as your psionic potential grows after every battle you survive in, this can allow you to assume abilities once thought to be impossible to all but the aliens themselves.
Starting at Level 5, you can now gain the effects of Psionic Disciplines as detailed on the bottom of the page, the disciplines are locked behind whatever subclass you have chosen at Level 3.
You can gain an additional discipline at Level 10, Level 15 and Level 20.
Psionic Talent-
Your potential as a psionic operative has now begun to fully show as your psionic potential grows after every battle you survive in, this now allows you to alter and produce unique effects with your psionic energy that you normally wouldn't have been able to before.
Starting at Level 5, You now gain access to one psionic talent unique to the class specialization that you have chosen.
You gain an additional talent at Level 10, Level 15 and Level 20.
Psionic Solace-
Your abilities as a psi operative has begun to grow strong enough that you can now passively affect your allies with your abilities to help them against the alien threat of control.
Starting at Level 5, You now exert a passive ring of psionic energy which extends up to 10 feet in radius with you at the center, this ring of psionic energy now buffs you and all allies.
This Aura of Psionic Energy grants you and all neighboring allies the ability to negate abilities that could mentally control you or your allies within the exerted aura such as charm spells or mind control abilities.
At Level 15, this aura can now extend up to 30 Ft with you at the center.
Psionic Amplifier Upgrades-
Through extensive research conducted by , he's discovered a myriad of ways to which the psi operative could enhance the effectiveness that one could achieve by modifying and upgrading the Psi Amp.
Starting at Level 5, You can now upgrade the Psionic Amplifier as detailed by the Psionic Amplifier Upgrades at the bottom, you can choose one Psi Amp Upgrade.
You gain additional Psi Amp Upgrades at Level 10, Level 15 and Level 20
Advanced Psionic Amplifier Upgrade-
Through Extensive Research conducted by and crafted with the help of , they have discovered a weapon to build a new line of weapons called Magnetic Weapons, using this same principle, they upgraded the Psi Amp to help increasing the weapons effectiveness when it comes to utilizing psionic power.
Starting at Level 8, You Basic Psionic Amplifier is now upgraded to the upgraded Advanced Psionic Amplifier which utilizes the Magnetic Technology and enhances the Psi Amp more then the basic format.
Now your psionic abilities treat Psychic Damage Resistance as not having resistance but doesn't turn Immunity to resistance.
The Psi Amp can also grant you advantage when using abilities to inflict psionic based debuffs such as Confusion, Disorientation, Mind Control, etc but creatures that have immunity to these effects can't be affected.
At Level 10 The Psi Amp also grants you a +2 on all psionic based damage
Magnetic Weapon Upgrade-
Through extensive research done by and help with , they have figured out how to replicate the Magnetism based weaponry that is deployed by the bulk of the forces of Advent Coalition from the basic Advent Troopers to the Heavy Autonomous Mecs.
Now the operatives of the Xcom Organization has the ability to produce enough of this magnetic weaponry to give to their forces.
Starting at Level 8, Your primary weapon, the auto ballistic rifle, has become too obsolete to properly fight back against Advents growing powerful units and employing stronger armor and with help from both Tygan and Shan.
You gain the Auto Magnetic Rifle which fires bullets of magnetism which acts similar to bullets but stronger then before, the bullets fly faster than normal metal bullets and packs a greater punch then before.
The Magentic Rifle now deals 2D8 + Constitution Modifier and can now reach up to a range of 10 ft up to 60 ft while prompting disadvantage attacking from within 10 ft and farther then 60 ft away.
Plated Armor Upgrade-
The Kevlar Armor that Xcom Operatives wore during missions against advent was somewhat doable given it was all that they have but now with Xcom fighting against Advent properly and gaining support resources, it was getting hard not to minimize squad member deaths on the field due to this obsolete armor.
Prompting Tygan to research ways to increase their soldiers' Armor potential which prompted him to research plated armor and with Shan's help, she managed to produce this armor for the soldiers of Xcom.
Starting at Level 8, Your Kevlar Armor is starting to wear thin especially with the growing threat of advent forces.
As such, you now gain the Plated Armor which is a far step up from the basic Kevlar Armor,
The Plated Armor now enhances your Armor Class, increasing it to 12 + Constitution Modifier while granting an additional benefit called 'Armor' which allows you to impose damage reduction to most forms of damage by 1 point.
However the Armor Ability can be removed if you receive Force Damage above 10 Damage Points which removes the damage reduction ability.
Your Armor can be restored after a Long Rest if it was removed due to force damage.
Psionic Inspire-
As a Psi Operative, your psionic ability continues to grow with every passing experience allowing you to exert greater psionic control over your raw psionic ability.
Starting at Level 9, By spending 4 Psi Points, You can manipulate your psionic energy with help of your psionic amplifier and can grant one ally within 60 ft to take an additional bonus action after you concluded your turn.
At Level 16, your Psionic Inspire ability grows and you can now allow one ally within 60 ft to take an additional action when you conclude your turn.
Psionic Fortress-
Your psionic potential grows more and more as you continue to fight against the Advent Threat, your ability to provide protections to yourself and allies grows much much stronger than before.
Starting at Level 10, Your psionic aura coats you body personally to protect you from certain uncontrollable elements to ensure your protection, you now gain resistance to Fire Damage, Acid Damage, and Poison Damage from all sources.
At Level 17, This resistance to these elements turn into Immunity, truly protecting you from this sort of damage.
Personal Combat Sims-
Personal Combat Sims are technology introduced by Advent to help improve the lives of people with their lives as one of the few initiatives brought forth when they were first formed however the PCSs were originally developed to enhance the Advent Soldiers in certain fields however managed to reverse engineering these PCSs and reformat them for military purposes.
Starting at Level 10, You can now equip a Personal Combat Sim to help improve your fieldwork however you can only choose one PCS at a time as it's implemented into the back of your skull, after being implemented with a PCS, you'll have a major scar at the back of your head indicating surgery to implement the device.
You can upgrade your current PCS Module at Level 14 and Level 18.
Psionic Sustain-
Your psionic ability continues to grow to the point that as a last ditch effort to protect yourself from the likes of death.
Starting at Level 12, You gain the ability to cocoon yourself with psionic energy once you hit 0HP to which it grants you total immunity to damage from all sources while your cocooned, however once a turn has passed you regain exactly 1 HP however once you use this feature, you cannot use it again until you finish a long rest.
Psionic Void Rift-
Your raw psionic potential has begun to unravel itself to you which can allow you to unleash its raw potency against your enemies to crush them underneath the weight of your power.
Starting at Level 14, by spending 8 Psi Points, You can now unleash a swirling surge of psionic energy to crush your enemies, at any point you see within 60 ft you, you can cause a rift of psionic energy to form at the point of origin of where you decided to launch this attack.
The Void Rift expands up to 20 ft at its point of origin and deals 2D8 Psychic Damage to all targets on a failed Dexterity save but those who succeed the Dexterity save can halve the damage obtained.
Alien Psionic Amplifier-
It's becoming clear to Xcom that in order to survive Advent and their oppressive alien overlords, The Xcom Organization needs to start implementing technology mostly used by Advents more alien soldiers.
Through extensive research conducted by by going through an autopsy to a creature affectionately known as the 'Gatekeeperk he has discovered a way to implement the gatekeepers powerful psionic to create the Alien Psi Amp, the most advanced way for Psi Operatives to utilize near 100% of their psionic potential.
Starting at Level 16, You now gain access to the top possible creation for you to utilize near 100% of your psionic potential as such enhances upon the power utilized by the magnetic application.
You now treat resistance to psychic damage as none while treating immunity to psychic damage as having resistance to it.
The Psi Amp can also grant you advantage when using abilities to inflict psionic based debuffs such as Confusion, Disorientation, Mind Control, etc and creatures that have immunity to these effects can still be affected by any psionic ability.
At Level 18, your Alien Psi Amp allows you to gain a +3 to all Psionic Abilities of the Psi Operative Class.
Plasma Weapon Upgrade-
Now having pushed Advent Enough through recent operations, Advent had begun rolling out units that most of the general public of earth hasn't even witnessed before yet extremely devastating to Xcom operatives due to powerful weapon, abilities and strong armor as such it's believed that the soldiers now need stronger weapons to combat these extremely powerful entities of Advent.
Starting at Level 16, You now gain access to energy based weaponry almost akin to the plasma weaponry used by the aliens of advent.
The Plasma Rifle can now be shot as short of a distance of 5 ft and up to 75 ft away while imposing disadvantage within 5 ft and farther then 75 ft.
The Plasma Rifle now deals 3D8 + Constitution Modifier + Dexterity Modifier.
Power Armor Upgrade-
Now having gone through immense trial and error by both and to develop an armor to surpass even the armor granted to Advent Soldiers as well as even armor from a mysterious Alien 'The Gatekeeper" the power armor is as advanced as Xcom can make there armor, granting them the greatest amount of protection as opposed to the other two types of armor.
Starting at Level 16, you are now equipped with the best type of armor that could have developed.
The Power Armor now enhances your Armor Class, increasing it to 14 + Constitution Modifier + while granting an additional benefit called 'Armor' which allows you to impose damage reduction to most forms of damage by 3 points
However the Armor Ability can be removed if you receive Force Damage above 10 Damage Points which removes the damage reduction ability, however you need to suffer force damage 3 times in order to fully lose the armor buff, until then, each hit by force damage removes one aspect of armor reducing the Damage Reduction effect by 1.
Your Armor can be restored after a Long Rest if it was removed due to force damage.
Ethereal Genetic Mutation-
Now in order unlock 100% of a Psi Operative psionic potential they will need to be genetically modified with Ethereal Alien DNA, the leaders of the Aliens and the true puppet masters to the advent coalition, by obtaining an elders genetic template and replicated by both and , the Psi Operative can now be genetically modified to take in the immense power of the Ethereal Aliens.
Starting at Level 20, Your Psionic Potential is now fully unlocked by the introduction of genetic manipulation by using the full genetic blueprint.
You gain an additional 20 Psi Points and all Psi Point Cost is reduced by half(to a minimum of 1)
Combat Specialization-
When you have begun working on specialization to focus your psionic potential on, you believe that you are best suited for close combat encounters as such, you reduce your chance for increased long range abilities to focus more on physical damage when using your psionic abilities.
Enhanced Extra Attack-
As a Combat Specialist, you've taken upon yourself to increase your capabilities of melee combat.
Starting at Level 3, you now gain an additional attack action on top of the original Extra Attack Feature as such the current amount of attacks that you can take with Extra Attack and Enhanced Extra Attack is 3 Attack Actions per turn.
At Lv12, you gain another additional attack Action and increase the number of attack actions up to a maximum of four attacks per turn.
Psionic Soulfire-
As a Combat Specialist of a Psi Operative, you've taken to focus more on the damaging aspects of your psionic potential to the point that you can harm the flesh of your targets while bypassing any protective measure that they may have, searing their soul with your power.
Starting at Level 5, by spending 5 Psi Points, you can unleash a blast of your psionic energy to target an enemy that is an organic.
When the attack has hit an organic target, they get dealt 1D8 + Con Modifier, this attack bypasses all armor that the target is wearing, regardless of their Armor Class, Soul Fire treats all organic targets AC as 10 + Dexterity Modifier.
However due to the requirement that the target needs to be an organic, anything that does not have flesh such as Automations, Oozes or Undead, they do not take any damage from Soul Fire regardless if the flesh is withered like zombies or healthy and pristine like vampires.
Psionic Stasis-
Your potential in close combat applications of Psionic Prowess grows that you've also begun to harden your psionic energy to use as a way to temporarily remove targets out of the fight until you manage to get enough of a foothold during combat.
Starting at Level 8, by spending 8 Psi Points, you can extend your psionic energy to encapsulate your enemies in a barrier of solid psionic energy.
While your enemy is within their barrier, they are considered to be under the effects of restrained but unlike traditional restrained, they cannot make a strength saving throw to free themselves because the barrier is an object immune to all effects during its duration.
The Barrier will only last only for it to be removed when the enemy is on its next viable turn.
Psionic Soul Steal-
Your ability in Soul Fire has begun to grow and expand in its potential and power that it gains an additional effect whenever you utilize soul fire.
Starting at Level 10, Whenever you utilize the Soul Fire Feature and paid the required Psi Points to use it, you now gain a passive ability associated with the Soul Fire ability, you recover HP up to half of the damage dealt rounded down to the organic target that you've managed to hit.
Psionic Stasis Shield-
Your experience and power from the Stasis Psionic Ability has also begun to grow in a similar fashion as the Soul Fire but now it's ability to be expanded to simply more then enemies.
Starting at Level 13, when you utilize the Stasis Feature and paid the required Psi Points to use it, you can now expand that stasis ability to not just enemies but to allies as well granting allies the same effects that would befall a particular enemy but also the cons when it comes to the ability.
Psionic Null Lance-
You have begun to hit the pinnacle of what you can do when utilizing your psionic ability in close combat situations and enhancing your psionic abilities' physical power to greater heights but now you've reached what you're capable of and has become a terrifying figure to fight against as your psionic abilities are nightmares, legends come to reality.
Starting at Level 17, by spending 20 Psi Points, you can now unleash the massive torrent of psionic energy to impale and destroy your foes.
You can unleash a land of pure and raw psionic energy which can be shot from within 100 ft of you and is fired in a straight line, damaging all enemies that are caught in its line of fire, damaging one or multiple enemies that are within the Null Lance's firing line.
The Null Lance deals 5D10 + Constitution Modifier and it ignores both Psychic Damage Resistances and Immunities due to the sheer force and power that the Null Lance projects.
Psionic Specialization-
When you have begun working on specialization to focus your psionic potential on, you believe that you are best suited for long range encounters and inflicting debilitating debuffs as such, you reduce your chance for strong close range abilities to focus more on the magical effects when using your psionic abilities.
Spellcasting-
Having focused on the powerful effects that your psionic potential could bring, you learned you can manipulate your psionic energy to replicate magical effects brought on my spells like wizards and warlocks, more akin to sorcerers and mystics as your spellcasting ability is far different.
Starting at Level 3, you now have the ability to cast spells by using your psionic energy and paying psi points in place of spell slots to cast these spells.
When utilizing your psi points to cast spells, the level of the spell is double for the price of psi points when utilizing the spell such as spending 10 Psi Points to cast a Level 5 Spell.
Your Constitution is your spellcasting ability when utilizing spells through this feature.
Spell Save DC: 8 + Proficiency Bonus + Constitution Modifier.
Spell Attack Modifier: Proficiency Bonus + Constitution Modifier.
As a Psuedo Magic Caster through your psionic power you can gain an approximate of 3 Cantrips and only choose 2 spells from Level 1 to Level 5 from the Wizard Spell List for a maximum of 10 Known Spells and 3 Known Cantrips.
These spells and cantrips are considered always prepared for you and don't need material, somatic or verbal components to cast them.
However when utilizing a magic spell through this method, all damage aspects from spells that inflict damage have their base damage replaced with Psychic Damage regardless of what it is and spells that reflects psychic power gains an automatic +1 on Attack and Damage Rolls.
Your Psionic Amplifier is essential for casting any of these spells.
Psionic Insanity.
You have begun to tamper and explore your psionic potential and power to try and inflict terrible and powerful effects that can be easily taken advantage of by you and your team during battle, you can inflict a way to minimize their combat potential, cause them to panic and them trying to attack their own or even Mind control them.
Starting at Level 5, You can now spend 5 Psi Points to morph and induce your psionic potential to hit any target that isn't undead or construct and cause them to suffer one of three possible effects which is decided by a D8 Roll to determine what effect takes place.
1-2, Disorientation; This effect causes the target to have there movement reduced to a total of 10 Ft and any attack action regardless of what it is, it will have a -5 Hit Penalty, this effect only lasts 1 turn of the target, targets won't be affected if they have immunity to mind control effects.
3-4, Panicked; This Effect causes the target to automatically take their full movement towards a direction where no target, ally or enemy, is located and will immediately attack any target that's closest, ally or enemy, and will immediately end the players turn, this effect lasts 1D4 turns, targets immune to mental control effects won't be affected.
5-6, Mind Control; This Effect allows you to take control of an intended target for 1D4 Turns and whenever the targeted creature has its turn, you can control that creature during its turn.
7-8, Your Choice.
Psionic Schism.
Your ability in Psionic Insanity grows and strengthens after every mission, inducing a permanent powerful effect.
Starting at Level 8, You gain a passive enhancement ability whenever you use the Psionic Insanity Feature, it grants you the ability to inflict a unique debuff called rupture which lasts indefinitely during the combat encounter, the Rupture Effect allows the user to gain a +3 on all Psionic(Psychic) Damage to the targeted creature, in addition, you inflict 1D8 Psychic Damage whenever you use the Psychic Insanity Feature.
Psionic Fuse.
When it comes to equipment, it's incredibly important to ensure it's safe during extensive and trauma inducing combat but the Psionic Operative has learned to weave and manipulate his Psionic Energy to effect these equipment when the enemy least expects it, turning their equipment against them.
Starting at Level 10, You can now spend up to 6 Psi Points to cause one worn item or a single feature of the target and cause it to utilize an ability at the point of origin of the target or cause it to 'Malfunction', essentially you can activate an ability of an item or feature of a target and cause it to do damage on the target or AoE if the item or feature has that effect.
This Feature can be used once per long rest.
Psionic Domination.
Your ability in Psionic Domination is coming close to the Ethereals, the true masters of Psionic Manipulation and power, able to conquer the minds and bodies of the Operatives enemies and turn them against Advent and the Aliens.
Starting at Level 13, you can spend 20 Psi Points to induce powerful mental effects has grown to the point that you can mentally dominate a single creature and force it into your service, you can control one target of your choice with this ability and subject it to Mind Control indefinitely until it's death, your death or unconsciousness which then the Psionic Domination Effects end.
This effect can only be used on one target ONLY which lasts for as long as the user wants however this feature can be used once every Seven Days due to the severe strain that it puts onto the user.
Psionic Dimensional Rift.
You have fully unlocked the destructive potential that your psionic abilities could unleash onto your enemies, truly unleashing the type of hell that you can bring onto the battlefield.
Starting at Level 17, Your Psionic Ability has it its peak allowing you to dish out one of the most powerful effect onto your enemies, you gain the enhanced variant of the Psionic Rift ability which enhances the range in diameter of the Dimensional Rift up to 40 ft then the original 20 ft, the damage is enhanced as well increasing it up to 5D10 Psychic Damage.
However unlike the original version of the Psionic Void Rift is that instead of simply disappearing, it lasts for 1 turn and anyone within the Dimensional Rifts range will be subjected to additional damage of 4D12 Force Damage.
Weapon Upgrades.
This list details the type of weapon modifications that are available for your weapon as per the 'Weapon Upgrades' feature, you can mix and match upgrades as you see fit but if you wish to upgrade to a more advanced mod, you need to have picked the prior mod as one of your choices.
*Scope: A weapon attachment that's usually placed on the top of the weapons body to increase the wielder's perception to long distances.
Requisite: None.
Effect: This Weapon Mod grants an increased perception to the weapon, giving you a +1 to hit.
*Advanced Scope: a more advanced variant then the traditional scope weapon modification, it's believed by that the Advanced Scope was an attachment meant for High Ranking Advent Officers.
Requisite: Scope, Level 8.
Effect: This Weapon Mod grants a greater degree of perception to the weapon, giving you a +2 to hit.
*Superior Scope: the greatest variant that the scope weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Scope, Level 16
Effect: This weapon mod grants you the best degree of perception a scope modification could give, granting you a +3 to hit.
*Laser Sight: a weapon attachment that's usually placed on the side or underbelly of the weapon, close to the barrel of the weapon and uses a line of red energy as a pointer.
Requisite: None
Effect: This Weapon mod gives you a good chance to land a critical hit against your target, this mod grants you a 19-20 for a critical hit.
*Advanced Laser Sight: a more advanced variant then the traditional laser sight weapon modification, it's believed by that the Advanced Laser Sight was an attachment meant for High Ranking Advent Officers.
Requisite: Laser Sight, Level 8.
Effect: This weapon mod gives you a great chance to land a critical hit against your target, this mod grants you a 18-20 for a critical hit.
*Superior Laser Sight: the greatest variant that the laser sight weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Laser Sight, Level 16.
Effect: This weapon mod gives you the best chance to land a critical hit against your target, this mod grants you a 17-20 for a critical hit.
*Auto Loader: a weapon attachment that's usually placed on the magazine, the magazine of the weapon will appear to have high technology magazine.
Requisite: None.
Effect: This weapon mod grants you the best way to load your weapon quickly, this mod allows you to take 1 free action to reload your weapon granted feature during the entire combat encounter.
*Advanced Auto Loader: a more advanced variant then the traditional auto loader weapon modification, it's believed by that the Advanced Auto Loader was an attachment meant for High Ranking Advent Officers.
Requisite: Auto Loader, Level 8.
Effect: This weapon mod grants you the best way to load your weapon quickly, this mod allows you to take 2 free action to reload your weapon granted feature during the entire combat encounter
*Superior Auto Loader: the greatest variant that the auto loader weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Auto Loader, Level 16
Effect: This weapon mod grants you the best way to load your weapon quickly, this mod allows you to take 3 free action to reload your weapon granted feature during the entire combat encounter
*Repeater: a weapon attachment that's usually placed at the end of the barrel, it will appear that the weapon has a thicker barrel.
Requisite: None.
Effect: This mod has the potential chance to maximizing your damage output on a target, you will need to make a DC 20 Constitution Save to maximize your damage die for your attack.
*Advanced Repeater: a more advanced variant then the traditional repeater weapon modification, it's believed by that the Advanced Repeater was an attachment meant for High Ranking Advent Officers.
Requisite: Repeater, Level 8.
Effect: This mod has the potential to maximize your damage output on a target, you will need to make a DC 19 Constitution Save to maximize your damage die for your attack.
*Superior Repeater: the greatest variant that the repeater weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Repeater, Level 16.
Effect: This mod has the potential to maximize your damage output on a target, you will need to make a DC 18 Constitution Save to maximize your damage die for your attack.
*Stock: a weapon attachment that's usually placed on the stock of the weapon, it will appear as if it was a cushion on the stock.
Requisite: None.
Effect: This mod allows you to do minor guaranteed damage to your target in the case if you miss, the amount of guaranteed damage is 2 Damage.
*Advanced Stock: a more advanced variant then the traditional stock weapon modification, it's believed by that the Advanced Stock was an attachment meant for High Ranking Advent Officers.
Requisite: Stock, Level 8.
Effect: This mod allows you to do minor guaranteed damage to your target in the case if you miss, the amount of guaranteed damage is 4 Damage.
*Superior Stock: the greatest variant that the stock weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced, Level 16
Effect: This mod allows you to do minor guaranteed damage to your target in the case if you miss, the amount of guaranteed damage is 6 Damage.
*Hair Trigger: a weapon attachment that is usually placed on the mechanism that handles the trigger.
Requisite: None.
Effect: This mod allows you to have a possible chance to get a free action once per turn, make a DC 20 Dexterity Save for a chance to gain a free action.
*Advanced Hair Trigger: a more advanced variant then the traditional hair trigger weapon modification, it's believed by that the Advanced Hair Trigger was an attachment meant for High Ranking Advent Officers.
Requisite: Hair Trigger, Level 8.
Effect: This mod allows you to have a possible chance to get a free action once per turn, make a DC 19 Dexterity Save for a chance to gain a free action.
*Superior Hair Trigger: the greatest variant that the hair trigger weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Hair Trigger, Level 16
Effect: This mod allows you to have a possible chance to get a free action once per turn, make a DC 18 Dexterity Save for a chance to gain a free action.
*Expanded Magazine: a weapon attachment that is usually a modified version of the weapons magazine, this magazine is an expanded version to hold more ammo.
Requisite: None.
Effect: This mod allows you to hold more ammo before you reload then you normally could for your weapon feature of the class, you can now hold an 1 more attack worth of ammo for your weapons features.
*Advanced Expanded Magazine: a more advanced variant then the traditional expanded magazine weapon modification, it's believed by that the Advanced Expanded Magazine was an attachment meant for High Ranking Advent Officers.
Requisite: Expanded Magazine, Level 8
Effect: This mod allows you to hold more ammo before you reload then you normally could for your weapon feature of the class, you can now hold an 2 more attack worth of ammo for your weapons features.
*Superior Expanded Magazine: the greatest variant that the expanded magazine weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Expanded Magazine, Level 16
Effect: This mod allows you to hold more ammo before you reload then you normally could for your weapon feature of the class, you can now hold an 3 more attack worth of ammo for your weapons features.
Gear Upgrades-
These Upgrades as per the 'Gear Upgrades' Feature, you can enhance your wearable gear and ammo outfits with the expectant choices below, increasing your AC to even granting special ammo properties.
*Nanoscale Vest: A light armor underlay derived from ADVENT armor. This vest can be worn with all XCOM armor to increase soldier health.
Requisite: None.
Effect: Grants a +1 to AC while this is worn.
*Hazmat Vest: By reinforcing the Nanoscale
Vest with specialized materials, soldiers gain an additional health boost and are completely resistant to any environmental hazards like fire, acid or poison.
Requisite: Nanovest, Level 10.
Effect: Grants a +1 on AC and resistance to Fire, Poison and Acid Damage, as well as granting immunity to extreme heat or cold environments.
*Stasis Vest: This upgraded Nanoscale Vest grants additional 2 health to a soldier, and its built-in Medikit IV will automatically restore health to wounded soldiers.
Requisite: Nanovest, Level 12.
Effect: Grants a +1 on AC and restores the users health by 1D10 at the start of their turn for 8 Turns at the start of a combat encounter.
*Hellweave Vest: Hellweave not only grants a bonus to soldier health, but will return damage to any melee attackers, and grants a 100% chance to set them alight.
Requisite: Nanovest, Level 8.
Effect: Grants a +1 on AC and inflicts spike damage to any melee attacker, dealing 1D10 Fire Damage and inflicts burning which causes 1D10 Continuous Fire Damage for 1D4 Turns.
*Plated Vest: Shen has outfitted the traditional Nanoscale Vest with armor plating, providing an increased health boost and additional armor protection from enemy attacks.
Requisite: Nanovest, Lv12.
Effect: Grants +2 to AC as well as granting the Armor Buff which induces Damage Reduction by 1 however force damage can remove the Armor Buff.
You can regain the Armor Buff after a long rest.
*Tracer Rounds: Containing high tech "smart rounds" that relay detailed tracking data back to the shooter when fired.
Requisite: Level 6.
Effect: When this ammo type of equipped, it grants you a +3 to Hit.
*Talon Rounds: These rounds fracture into wicked micro-shards of alien alloy on impact.
Requisite: Level 8.
Effect: When this ammo type of equipped whenever you achieve a critical hit, you gain +10 Bonus Damage to the attack.
*Venom Rounds: The tips of these rounds contain microcapsules of a fast- acting toxin effective on organic aliens and humans alike,
Requisite: Level 6.
Effect: When this ammo type is equipped, the damage type of the weapon is changed from whatever type they are to Poison Damage.
*Armor Piercing Rounds: Hand machined from ultra strong, ultra light alien alloys, these deadly rounds will effectively bypass all enemy armor to deal unmitigated damage.
Requisite: Level 10.
Effect: When this ammo type is equipped, you ignore up to -5 AC of a target and bypass shield benefits.
*Blue Screen Rounds: Named for an inexplicable computing phenomenon common before the war, Bluescreen Rounds wreak havoc on targeted electronic systems.
Requisite: Level 10.
Effect: When this ammo tyoe is equipped, you deal bonus damage to the construct creature type, the bonus damage is 1D12 Lightning Damage.
*Dragon Rounds: Capped with a highly combustible mini-charge, Dragon Rounds do bonus damage to all targets and can even set some targets alight.
Requisite: Level 14.
Effect: When this ammo type is equipped, you deal +2 Damage to all attack rolls with your weapon and dealing an additional 1D10 Fire Damage.
*Nanomedikit: The Nanomedikit represents a substantial upgrade over our standard Medikit, increasing the health restored to injured soldiers.
Requisite: Level 10, Medkit.
Effect: Heals 2D12 + 5 of Health when used.
*Mind Shield: The Mindshield is a powerful psionic artifact, rendering soldiers completely immune to any negative mental conditions
Requisite: None.
Effect: This Artifact grants you immunity to being frightened and charm effects(such as mind control).
*W.A.R Suit: This powered heavy battle armor grants massive damage resistance and survivability, as well as a wrist-mounted Heavy Weapon hardpoint. The W.A.R.
Suit can also generate temporary cover for allies with its powerful "Shieldwall" technology.
Requisite: E.X.O Suit, Level 16.
Effect: This W.A.R Suit is only equippable with the powered armor feature as such, when the War Suit is worn, you still benefit from the 'Powered Armor' Feature while gaining additional features.
You gain an additional +3 AC, you gain two benefits of an armor buff which causes damage reduction of -2 and lastly you possess the ability to now carry heavy weapons, you can only hold 2 Heavy Weapons at any time and every time you get a gear upgrade, you can change either heavy weapons for different ones.
You also gain an additional ability called Shieldwall which you slam energy into the ground causing a large burst of energy to surge and enveloped all allies into a shield of energy, the shield grants a bonus of +4 to AC, however if the target with benefits of the shieldwall does any attack action then they lose the Shieldwall Benefits, once this effect is used, you must take a long rest.
*Wraith Suit: The lightweight variant of our powered armor system not only boosts our soldiers' reflexes and speed, it also incorporates experimental warp technology, permitting the wearer to briefly change dimensional phase and effortlessly pass right through obstacles.
Requisite: Spider Suit, Level 16.
Effect: This Wraith Armor is only equippable with the powered armor feature as such, when the Spider Suit is worn, you still benefit from the powered armor feature while gaining additional effects.
You gain an additional +2 AC, you can now include a maximum of +3 to your AC from your Dex Modifier and you are now equipped with a grappling hook which you can now attack to any elevated surface from any point with 50 ft you are in.
You gain an additional ability called Warp Distortion which allows you to warp the material space around you in a form of intangibility and transparency, you use this to easily bypass structures and objects as if they didn't exist to you however this effect only lasts for about 2 Turns, once this effect has been used, you must take a long rest.
*Plasma Grenade:
Requisite: Level 10
Effect: This is an upgraded version of the original Grenade design, it was modeled after plasma technology originally wielded by an alien species called the 'Muton' and due to the research conducted and construction of the device, you wield a significantly more powerful grenade.
This Grenade has overridden the original Grenade design, the Grenade you now wield is slimmer and has a greener tint to it and when thrown, it now deals a plasma explosion of 35 ft from point of origin and those who are within range must make a DC18 Dexterity Save or be inflicted with 3D12 Fire Damage & Plasma Damage.
Heavy Weapon Upgrades-
This list details powerful Heavy Weapons that can deal STRONG effects and damage to targets, only issue is due to the nature of these heavy weapons, they can only be worn by those who has access to either an Exo Suit, or Powered Armor to reduce the stress of carrying these weapons, however only two Heavy Weapons can be implemented on either Exo Suit or Powered Armor.
*Rocket Launcher: The Rocket Launcher is an all around useful weapon for dealing with crowds of enemies, heavily armored units, or enemy cover.
Requisite: E.X.O Suit, Level 8.
Effect: When your suit is equipped with the rocket launcher, you can fire a rocket up to a line of 40 ft in all directions when deals AoE Damage of 15 ft at point of origin, all targets caught in the explosion must make a DC17 Dexterity Save, Failure will receive the full damage, the Rocket Launcher deals 1D10 Fire Damage and 1D10 Force Damage, those who succeed will receive half damage.
*Flamethrower: The Flamethrower is an area-of-effect weapon that can lay waste to part of the battlefield, It is useful against multiple enemies, and at close quarters.
Requisite: E.X.O Suit, Level 10.
Effect: When your suit is equipped with the flamethrower, you can unleash a torrent of fire which everyone caught in a 30 Ft Cone will need to make a DC 16 Dexterity Save or be hit with 2D10 Fire Damage and is inflicted with 1D10 Continuous Fire Damage for 1D4 Turns, on a success, the target takes half damage and is not inflicted with continuous fire damage.
*Shredder Gun: This wrist-mounted slug thrower sprays a cone of razor-sharp particles, damaging multiple enemies and shredding their armor.
Requisite: E.X.O Suit, Level 10.
Effect: When your is equipped with the Shredder Gun, you can unleash a cone of razor sharp particles, you unleash a cone of 25 Ft in any direction to shoot sharp particles and the targets caught in the cone will need to make a DC 18 Dexterity Save or be inflicted with 3D10 Piercing & Slashing Damage, on a success then reduce the damage to 1D10 Piercing & Slashing Damage.
*Blaster Launcher: This Al-assisted high explosive shell launcher can guide its explosive projectile around obstacles to ensure maximum target impact.
Requisite: W.A.R Suit , Level 14.
Effect: This is an upgraded version of the original rocket launcher design for the E.X.O Suit, this rocket allows you to guide it to any point within range.
When the Blaster Launcher is equipped to your suit, you can shoot the rocket within a range of 80 ft with a point of range of 25 ft and can bypass benefits like Cover and Shields, when attacked by the Blaster Launcher, they will need to make a DC 22 Dexterity Saving Throw or obtain 4D10 Fire Damage & Force Damage.
*Hellfire Projector: This upgraded flamethrower deals massive damage in a small cone, damaging environment and enemy targets alike.
Requisite: W.A.R Suit, Level 16.
Effect: This is an upgraded version of the flamethrower which burns at a far greater temperature then what the original flamethrower would be capable of.
When the Hellfire Projector is equipped to your suit, you can unleash a cone of 25 ft of extremely dangerous fire that can burn anything that is flammable quickly and with ease, if used on structures, can burn materials at a steady rate into molten slag.
When targeted by the Hellfire Projector, they will need to make a DC22 Dexterity Save or be inflicted with 5D12 Fire Damage and inflicts 2D12 Continuous Fire Damage for 1D8 Turns, succeed the save and you can halve the damage from the projector and not be inflicted by the continuous fire damage.
*Shredstorm Cannon: A more aggressive variant of the Shredder Gun, the Shredstorm Cannon fires razor sharp particles in a cone to devastate close proximity targets.
Requisite: Powered Armor, Level 14.
Effect: This is the upgraded version of the Shredder Gun to which the particles that are shot from it are fired at a stronger burst and could shred most material with ease, organic or inorganic.
The Shredstorm Cannon fires at a cone of 30 ft, it targets both organic enemies and even structures, dealing half damage to the total amount of damage inflicted to the highest damage taken to a target if multiple targets are present.
If targeted by the Shredstorm Cannon then you'll make a DC22 Dexterity Save or be inflicted with 3D10 Piercing Damage & 3D10 Slashing Damage while being inflicted with 2D10 Continuous Bleeding Damage.
*Plasma Blaster: Using technology adapted from the aliens' own plasma weaponry, we've devised a means of releasing a massive, focused pulse of plasma energy that will devastate targets in a fixed path.
Requisite: Powered Armor, Level 16.
Effect: This is an adaptation variant of the Advents own plasma blaster but increased in power and range then the aliens that wielded that technology.
When the plasma blaster is fired, it unleashed a large beam of plasma energy in a fixed line of 60 ft length and a 5ft width.
When targeted by the Plasma Blaster, they will need to make a DC22 Dexterity Saving Throw or get inflicted with 3D10 Fire Damage and 3D10 Force Damage, it also inflicts 30 Points of Damage if the plasma beam strikes against structure obstacles or targeting obstacles.
Personal Combat Sims-
These are personal combat simulation modules that can help you perform much much better while out on the field, unfortunately any PCS you pick, you must commit if you wish to expand onto the next stage of the PCS however once moving to the next stage, you don't obtain any benefit from the previous PCS.
*PCS - Speed.
Requisite: None.
Effect: This Module will grant you +10 Walking Movement Speed.
*Advanced PCS - Speed.
Requisite: PCS - Speed, Level 14
Effect: This Module will grant you +20 Walking Movement Speed.
*Superior PCS - Speed.
Requisite: Advanced PCS - Speed, Level 18
Effect: This Module will grant you +30 Walking Movement Speed.
*PCS - Conditioning.
Requisite: None.
Effect: This Module will grant you +10 HP to your max HP.
*Advanced PCS - Conditioning.
Requisite: PCS - Conditioning, Level 14.
Effect: This Module will grant you +20 HP to your max HP.
*Superior PCS - Conditioning.
Requisite: Advanced PCS - Conditioning, Level 18.
Effect: This Module will grant you +30 HP to your max HP.
*PCS - Agility.
Requisite: None.
Effect: This Module will grant you +1 to your AC.
*Advanced PCS - Agility.
Requisite: PCS - Agility, Level 14.
Effect: This Module will grant you +2 to your AC.
*Superior PCS - Agility.
Requisite: Advanced PCS - Agility, Level 18.
Effect: This Module will grant you +3 to your AC.
*PCS - Perception.
Requisite: None.
Effect: This Module will grant you +1 to your Hit Capability.
*Advanced PCS - Perception.
Requisite: PCS - Perception, Level 14.
Effect: This Module will grant you +2 to your Hit Capability.
*Superior PCS - Perception.
Requisite: Advanced PCS - Perception, Level 18.
Effect: This Module will grant you +3 to your Hit Capability.
Utility Items-
This List contains numerous items that have been developed by Dr. Lily Shan throughout Xcom's war against the Advent Coalition and the Ethereals, all of them have been tested on the field and has proven to be immensely useful.
*Proximity Mine: Using high-tech multi spectrum sensors, the Proximity Mine will self-trigger when an enemy penetrates its radius, dealing massive damage to the environment and enemy targets alike.
Requisite: Level 6.
Effect: This Item can be placed or launched to any point within 60 ft from you which can then wait until enemy targets come around, once Triggered, it will unleash a 15 ft explosion, if any targets get caught, they must make a DC 14 Dexterity save or be inflicted 2D8 Force Damage, half the damage if succeeded, if the explosion catches the target(s) by surprised then they automatically fail the dex save and the damage is doubled.
*Flashbang Grenade: The Flashbang Grenade disrupts and disorients enemies in a very large radius, inflicting significant offensive penalties.
Requisite: None.
Effect: The Flashbang Grenade is a variant of the Grenade which doesn't deal with a damaging explosion but unleashes a large burst of blinding light and sound in a 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Flashbang will explode into a blinding light, anyone who sees the light or the light is in their line of sight within 30 of the Flashbang will make a DC 15 Constitution Save or be blinded and deafened, no effect will be given if succeeding.
*Acid Grenade: The Acid Grenade unleashed a large splash of highly corrosive acid that can burn through armor as well as flesh.
Requisite: Level 8.
Effect: The Acid Grenade is a variant of the Grenade which doesn't deal with an damaging explosion but unleashes an explosion of corrosive acid in a range of 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Acid Grenade will explode into a large slash of acid which hits anyone then they need to make a DC16 Constitution Save or be inflicted with 2D10 Acid Damage and 1D10 Continuous Acid Damage, half the damage and no continuous damage if succeeded.
*Gas Grenade: The Gas Grenade unleashes a large burst of highly poisonous gas that could harm any organic without poisonous immunity.
Requisite: Level 8.
Effect: The Gas Grenade is a variant of the Grenade which doesn't deal with an damaging explosion but unleashes an explosion of poisonous gas in a range of 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Gas Grenade will explode will cause a large poison cloud to form and remain in place that expands up to 30 ft and remains for 1D4 Turns, anyone caught within the explosion will need to make a DC14 Dexterity Save or be inflicted with 2D8 Poison Damage.
Anyone within the Poison Cloud or enters the poison cloud will be inflicted with the poisoned condition which deals 1D10 Poison Damage at the start of their turn which lasts until cured by any means.
*Incendiary Grenade: The Incendiary Grenade unleashes a massive burst of fire in a large radius, burning flesh like paper easily, hot enough to even scorch and melt non organic material.
Requisite: Level 10.
Effect: The Incendiary Grenade is a variant of the Grenade which doesn't deal with a damaging explosion but unleashes an explosion of burning fire in a range of 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Incendiary Grenade will explode into a burst of fire which expands up to a range of 30 ft, anyone caught in the range of the explosion needs to make a DC18 Dexterity Save or be inflicted with 3D10 Fire Damage and 1D10 Continuous Fire Damage, half the damage and don't gain the continuous damage on a success.
*Electromagnetic Pulse Grenade: EMP Grenades ignore armor when dealing damage. They only affect robotic units.
Requisite: Level 10.
Effect: The EMP Grenade is a variant of the Grenade which doesn't deal with an explosion but unleashes an explosion of Electromagnetic Energy in a range of 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the EMP Grenade will explode into a dome of electromagnetic energy which targets the internal circuitry of robotic constructs, any construct affected within will need to make an DC16 Constitution Save or be dealt with 3D10 Lightning Damage and must roll a D20, anything above ten will cause the target(s) to shut down until their next turn, on a success save, they will not receive any damage or roll for shutdown.
Organic life and undead are immune to the effects of the EMP Grenade.
*Smoke Grenade: Provides a defensive boost to any unit within the radius of the smoke, friend or foe.
Requisite: None.
Effect: The Smoke Grenade is a variant of the Grenade which doesn't deal with an explosion but unleashes an explosion of blinding smoke in a range of 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Smoke Grenade will explode into a massive 40 ft cloud of smoke which heavily obscures visions for anyone caught within the smoke, anyone within the smoke attempts to attack will be inflicted with Disadvantage on Attack Rolls, but everyone in the smoke is also granted +3 AC while within the cloud, the smoke lasts for 1D4 Turns or until substantial heavy winds pushes it.
*Mimic Beacon: The mimic beacon generates a holographic decoy to draw enemy attacks for one turn. It is deployed like a grenade, thrown to the site where the decoy will appear.
Requisite: Level 8.
Effect: This Beacon takes the shape of a Decahedron object outfitted with the most high tech one could grant and salvage, when the beacon is thrown and activated it takes the holographic shape of whoever throws it and inflicts a debuff called taunt, the taunt effect causes all enemies in a 120 ft radius to target the hologram regardless, the hologram has HP of 20 and an AC of 15 and it's taunt effect will persist until it's been defeated or dispelled via your next turn.
*Battle Scanner: The Battle Scanner provides extra vision on the battlefield.
Soldiers deploy it like a grenade, throwing it to a hidden area of the map that they want to reveal. Any hidden or disguised enemies will be revealed as well.
Requisite: Level 4.
Effect: This takes the form of a visual camera like object which can scan beyond for up to 120 ft radius, this search effect is treated the same as true sight and reveals all hidden enemies and showcases all creatures true forms, and keeps track of these targets until the start of your next turn.
*Medikit: The Medkit is a standard issue equipment most soldiers would hold to heal wounds while out on the field.
Requisite: None.
Effect: This is the basic format of a Medkit given to field soldiers as a way to mend and repair wounds while out on the field, without any medical resources.
When this item is used, you regain 3D8 + 4 HP.
*Overdrive Serum: Overdrive Serum, derived from the adrenal glands of a Berserker alien, boosts a soldier's nervous system, resulting in greater mobility and significant damage resistance. Overdrive Serum can only be used in combat once.
Requisite: Level 12.
Effect: this is a unique gaseous infused serum which can enhance the nervous system of the soldier, using this to tip the tide of battle or even getting out of a pinch.
This serum when used allows you to gain resistance to all damage types during the duration while also giving you a double movement speed, this also increases melee damage by doubling all damage dies.
However the serum only lasts for one turn and when it's finished, deals disadvantage to all Attack Dies and movement speed is dropped to 10 until your next turn as your nervous system is recovering from the sudden boost.
*E.X.O Suit: This heavy armor combines reinforced ADVENT plating with a powered exoskeleton, offering superior protection and damage resistance coupled with a wrist-mounted rocket launcher.
Requisite: Level 8.
Effect: This Exo Armor is only equippable with the plated armor feature as such, when the Exo Suit is worn, you still benefit from the 'Plated Armor' Feature while gaining additional features.
You gain an additional +2 AC, you gain the benefit of an armor buff which causes damage reduction of -1 and lastly you possess the ability to now carry heavy weapons, you can only hold 2 Heavy Weapons at any time and every time you get a gear upgrade, you can change either heavy weapons for different ones.
*Spider Suit: ADVENT materials tech lead us to this lightweight suit, which retains the increased protection of ADVENT plate, but also enhance mobility and mounts a grappling hook for fast movement around the battlefield.
Requisites: Level 8.
Effect: This Light Armor is only equippable with the plated armor feature as such, when the Spider Suit is worn, you still benefit from the plated armor feature Nile gaining additional effects.
You gain an additional +1 AC, you can now include to a maximum of +2 to your AC from your Dex Modifier and you are now equipped with a grappling hook which you can now attack to any elevated surface from any point with 30 ft you are in.
Psionic Amplifier Upgrades-
These upgrades are known to enhance the Psi Operatives greatest tool, the Psi Amp.
*Psi Energy Improvement Unit.
Requisite: None.
Effect: +3 Psi Points(can be taken multiple times)
*Psi Focus Unit.
Requisite: None.
Effect: reduced cost to use Psi Powers by 1 Psi Point(can be taken multiple times)
*Psi Concentration Unit.
Requisite: Level 15.
Effect: This Unit controls the concentration of any psionic ability with a concentration trait allowing it to hold its control for its duration, allowing you to utilize a secondary psi ability.
*Psi Fleet Unit-
Requisite: None.
Effect: This unit allows you to make a secondary psi ability as a bonus action after you utilize a psi ability as an action.
*Psi Protection Unit-
Requisite: Level 10.
Effect: This unit projects a passive flow of psionic energy which is carried to you, you now gain a +1 to AC.
*Psi Aim Unit-
Requisite: Level 8.
Effect: This unit allows you to have a easier time to aim and hit, this grants you a +2 Hit
Psi Operative Disciplines.
As a Psi Operative, you'll learn to manipulate your psionic energy in ways that even the Ethereals wouldn't have believed was possible, but you managed to succeed in forming new abilities, weak and strong abilities to help turn the tide of war.
*Combat Specialization Disciplines.
-Adaptive Body: You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.
Psychic Focus: While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
Environmental Adaptation(2 psi): 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.
Adaptive Shield(3 psi): When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type - including the triggering damage - until the end of your next turn.
Energy Adaptation(5 psi; conc., 1 hr.): As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
Energy Immunity: (7 psi; conc., 1 hr.): As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
-Aura Sight: You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature's nature.
Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe(2 psi): As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Read Moods(2 psi): 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.
View Aura(3 psi; conc., 1 hr.): 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 psi; conc., 1 min.): 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: You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks.
Brute Strike (1-12 psi): 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 psi 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 (1-12 psi): When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi 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 psi point spent.
Mighty Leap (1-12 psi): As part of your movement, you jump in any direction up to 20 feet per psi point spent.
Feat of Strength (2 psi): As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
-Force Fields: You utilize force to defend yourself.
Psychic Focus: While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.
Inertial Armor(2 psi): As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Telekinetic Barrier(3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Chaotic Fields(5 psi; conc., 1 min): While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one "side" of the field: creatures entering the area from that direction aren't affected by the field, and doesn't consider terrain as difficult.
-Nomadic Arrow: You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.
Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.
Speed Dart(1-12 psi): As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.
Seeking Missile(2 psi): As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
Faithful Archer(5 psi; conc., 1 min.): As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
-Iron Durability: You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC.
Iron Hide(1-12 psi): As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi 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 psi): As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Iron Resistance(7 psi; conc., 1 hr.): As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
*Psionic Specialization Disciplines.
-Aerokinesis: With your psychic ability air is yours to command.
Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.
Wind Step (1-12 psi): As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
Wind Stream(1-12 psi): As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.
Whirlwind(2 psi): As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the obiect weighs no more than 100 pounds.
Cloak of Air(3 psi; conc., 10 min.): 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, you can use your reaction to force the creature to repeat the attack roll against itself.
Gale(6 psi; conc., 1 min.): As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone.
Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow..etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.
Animate Air(7 psi; conc., 1 hr.): As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
-Psionic Restoration: You wield psionic energy to cure wounds and restore health to yourself and others.
Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
Mend Wounds(1-12 psi): As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.
Restore Health(3 psi): As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.
Restore Vigor(5 psi): As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.
Restore Life(7 psi): As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.
-Enhance Force: You manipulate force to hurt people.
Psychic Focus: While focused on this discipline, you have resistance to force damage.
Force Blast(2 psi): As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.
Force Wave(3 psi): As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.
Concuss(5 psi): As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.
Force Bombs (6 psi, 1 minute): As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.
-Electrokinesis: You snap and crackle with static, sparking and arcing electricity.
Psychic Focus: While focused on this discipline, you have resistance to lightning damage.
Ozai's Whip(1-12 psi): As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it's wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.
Azula's Wrath(5 psi): As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save and being stunned until the start of your next turn, or half as much damage on a successful save and they aren't stunned.
You can increase this ability's damage by 1d6 per additional psi point spent on it.
Lighting Absorption(7 psi): As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.
-Geokinesis: You attune your mind to seize control of metal and earth.
Psychic Focus: While focused on this discipline, any attempt to knock you prone or shove you is made at disadvantage.
Animate Weapon(1-12 psi): As an action, your mind seizes control of a one-handed melee weapon you're holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.
Warp Weapon(2 psi) As an action, choose one non magical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can't be used to attack until the end of your next turn.
Warp Armor(3 psi): As an action, choose a non magical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.
Animate Earth(7 psi; conc., 1 hr.): As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
-Nomadic Chameleon: You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Chameleon(2 psi): As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
Step from Sight(3 -12 psi; conc., 1 min.): As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. 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.
Enduring Invisibility(7 psi; conc., 1 min.): As a bonus action, you turn invisible and remain so until your concentration ends.
Psi Operative Talents.
*Blade Meld: As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can't let go of the weapon nor can it be forced from your grasp
*Blind Spot: As an action, you erase your 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 (your choice).
The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
*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. The target must succeed on an Intelligence saving throw or take 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.
The target must succeed on a Strength saving throw or take 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).
Psionic Specialization Spells
*1st*
-Air Slash
Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
You form a blade of air and launch it at incredible speeds at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
-Ice Shards
Evocation cantrip
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity saving throw or take 1d4 cold damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
-Lightning Orb
Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You summon a ball of electric energy to strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1 lightning damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
*2nd*
-Air Cannon
2nd-level evocation
Casting time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
Thrusting your open palm forward, you shoot a concentrated force of wind towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage, and each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pushed 10 feet away from the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the target increases by 1d8 for each spell slot level above 2nd.
-Psyshock
2nd-level evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You overload the body of one creature within range with psychic energy. The target must make a Constitution saving throw, taking 4d6 psychic damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d6 for each level above 1st.
-Warp Lightning
2nd-level evocation
Casting time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You conjure a storm of green lightning from above the point you choose within range, bolts that slam into anyone beneath the green lightning storm, crackling bolts of energy that rip through armor and flesh alike. All creatures in a 15-foot radius centered on the point must make a Dexterity saving throw.
On a failure, the target takes 2d6 lightning damage and 1d6 force damage, on a success they take only half this damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d6 more force damage per spell slot level above 2nd.
*3rd*
-Coned Blast
3rd-level evocation
Casting time: 1 action
Range: Self (30 foot cone)
Components: V, S, M (A small bell made of brass or gold)
Duration: Instantaneous
You ring a small bell and cause it to emit a concussive blast. Each creature in a 30-foot cone must make a Strength saving throw. A creature takes 6d6 thunder damage on a failed save and is knocked prone. On a successful save a creature takes half as much damage and is not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
-Force Nova
3rd-level evocation
Casting time: 1 action
Range: 5 feet
Components: V,S
Duration: Instantaneous
You stamp the ground beneath your feet and a burst of energy expands outwards. Each creature within range must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage and is pushed up to 10 feet away from you and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed away from you or knocked prone.
If a creature is flying when you cast this spell they automatically fail the saving throw and they take an additional 1d6 force damage. A large creature that fails its save is only pushed half as far.
In addition, any unsecured objects within range when the spell is cast are pushed up to 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1d6 for each spell slot above 3rd. When you cast this spell using a spell slot of 6th level or higher the distance a creature is pushed increases to 30 feet.
-Ice Eruption
3rd-level evocation
Casting time: 1 action
Range: 150 feet
Components: V, S, M (a splash of water)
Duration: Concentration, up to 1 minute
A bright blue streak flashes from your pointing finger, spreading jagged ice across the ground in a 30-foot square centered on a point within range. Each creature standing in this area must make a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a success. For the duration, the spell's area is difficult terrain, and a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 2d8 piercing damage as the ground erupts in a blossom of icy spikes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d8 for each slot level above 3rd.
*4th*
-Light Beam
4th-level evocation
Casting time: 1 action
Range: Self (60-foot line)
Components: V, S, M (any weapon)
Duration: Instantaneous
You fire a ray of light out of your weapon. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 4d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from light beam reduces a creature to less than 12 hit points, it is fatally vaporized.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and the fatal threshold increases by 6 points for each spell slot level above 4th.
-Mind blast
4th-level evocation
Casting time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: instantaneous
You emit a psionic blast in a 5-foot radius around yourself. Creatures of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 8d4 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 and the range increases by 5 feet for each slot level above 4th.
-Flame Blast
4th-level evocation
Casting time: 1 action
Range: 100 feet
Components: V, S
Duration: 6 seconds (1 round)
You create a giant runic circle on the ground centered on a point of your choice that charges up before causing a violent upwards explosion of flames. You create a 30 feet radius circle on a surface, the circle spreads around corners, however, it may only affect an area as big as the surface it is located on, at the start of your next turn the circle erupts and all creatures on an area up to 30 feet above the runic circle must succeed on a Dexterity saving throw or take 10d6 fire damage, taking half as much damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
*5th*
-Chaos Storm
5th-level evocation
Casting time: 1 action
Range: 300 feet
Components: V, S
Duration: Instantaneous
Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the storms damage type, as shown below.
d8 Damage Type
1
Acid
2
Cold
3
Fire
4 Force
5
Lightning
6
Poison
7
Psychic
Thunder
If you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
-Chromatic Explosion
5th-level evocation
Casting time: 1 action
Range: 150 feet
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Instantaneous
You gesture to a point you can see within range, and an explosion of energy that erupts from that point. You choose acid, cold, fire, lightning, poison, or thunder for the type of explosion you create. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 5d10 damage of the type you chose on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d10 for each slot level above 5th.
-Ice Beam
5th-level evocation
Casting time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Instantaneous
You cast a chilling blue-white light in a line 60 feet long and 5 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, a creature which fails its Constitution saving throw is also restrained until the start of your next turn.
