Psionic Quicks
Telepathy - Select up to 2 Creatures you can see within 20m and make a mental Connection with them. You have a mental connection allowing you to express words, images, and feelings easily all together. This connection lasts for up to 1 Hour and remains in effect for the duration as long as the connected Creature is in range
Advanced - You can connect to an additional 2 Creatures and have a 40m Range, Elite - You can connect with an additional 2 Creatures and have a 60m Range
Emanation - You make this connection last for 4 Hours and no longer require Concentration
Telekinesis - Select an object 2kg or less you can see within 20m and lift it, this counts as Concentration while holding this object. You can utilize your Spell Attack to launch it at an enemy you can see up to 30m away from the object, dealing 1d8 Bludgeoning Damage on a Hit. You do not have Disadvantage against a Creature adjacent to you with this Attack as long as you can see it
Advanced - Your ranges increase by 10m and weight up to 5kg, Elite - your ranges increase by another 10m and weight up to 10kg
Emanation - You deal Damage equal to your Intelligence Modifier (regardless of if you hit or not)
Offensive
Burden - Target a Creature you can see within 20m, it must make a Wisdom Save. On a Failure it takes 1d4 Psychic Damage and has Disadvantage on its next Save, on a Success it only takes the Damage
Advanced - Deals 2d4 Damage, Elite - Deals 3d4 Damage
Emanation - Target an additional Creature within Range
Skewer - Point in any direction and emanate hostile psychic energy along a 20m line, forcing any creature within that area to make a Dexterity Save. On a Failure they take 1d12 Psychic Damage and have their Movement Speed reduced by 2m on their next. While on a Success they only take half the Damage rolled
Advanced - Deals 2d12 Damage, Elite - Deals 3d12 Damage
Emanation - Their Movement Speed is reduced by 4m regardless of their Save
Spike - Target a Creature you can see within 20m, it must make an Intelligence Save against your Psych Save DC. On a Failure it takes 1d8 Psychic Damage and has Disadvantage on its next Ability Check, on a Success it takes half Damage only
Advanced - Deals 2d8 Damage and Range increases to 30m, Elite - Deals 3d8 Damage and Range increases to 40m
Emanation - You deal Maximum Damage
Defensive
Armor - Target a Creature you can see within 20m (or yourself), granting them +1AC while you Concentrate or until the end of your next turn
Advanced - Gain +2 AC, Elite - Gain +3 AC
Emanation - You grant yourself the same bonus as long as you maintain Concentration
Avoidance - Target a Creature you can see within 20m, Attacks against them have Disadvantage while you Concentrate or until the end of your next turn
Advanced - You can select 2 Creatures, Elite - You can select 3 Creatures
Emanation - You grant yourself the same benefit as long as your maintain Concentration
Fortify - Target a Creature you can see within 20m, it gains Shielding equal to your Intelligence Modifier as the Fortified Condition while it has this Shielding. This Condition grants the Creature immunity to the Blinded, Deafened, Dazed, Paralyzed, Petrified, Poisoned, or Stunned Conditions. If the Creature has this Condition already it loses its effect while the Creature is Fortified but reactivates when the Shielding is lost if the duration would continue
Advanced - You can select 2 Creatures, Elite - The Shielding provided doubles
Emanation - You gain this same Benefit for the duration
Supportive
Focus - Target a Creature you can see within 20m (or yourself), it has Advantage on the first Ability Check or Attack Roll it makes on its next turn
Advanced - You can select 2 Creatures, Elite - You can select 3 Creatures
Emanation - You also gain this Advantage until the end of your next turn
Restart - Target a Creature you can see within 20m that is Dying, it Stabilizes immediately
Advanced - It gains 1 HP instead, Elite - It gains HP equal to your Intelligence Modifier instead
Emanation - You can utilize this Quick on yourself when making Dying, you gain HP equal to a roll of your Psion Die
Telemessage - Select a Creature you can see within 50m and send them a mental message containing up to 10 words
Advanced - Doubles the Range, Elite - Does not require Sight
Emanation - You roll your Psion Die and send additional Creatures up to the number rolled this message
Active
Charge - You create a psychic presence emanating out from your body which launches you 6m in a straight line, you deal 1d10 Psychic Damage and push any Creatures or a size Medium or Smaller 2m adjacent to this area. The affected creatures must make a Strength Save, taking half Damage and not being moved on a Success. If you were to move to an Object or Creature that is of Size Large or larger you immediately stop this movement
Advanced - 10m of movement and 4m push, Elite - 14m of movement and 6m push
Emanation - You don’t provoke Opportunity Attacks
Float - You grant yourself the ability to float up to 4m off the ground with a 2m Flying Speed for 1 minute
Advanced - 8m height, 4m Speed, Elite - 16m height, 8m Speed
Emanation - You immediately move this Quick’s Flying Speed without Provoking Opportunity Attacks and for the duration your maximum height is doubled
Warp - You create a strange distortion in space at a point you can see 40m away along with one in your current space, this remains for up to 1 minute. Once per turn (including when you cast this Quick) when in the space of one of these distortions you can use this Quick again to teleport to the other distortion
Advanced - The range increases to 80m, Elite - The range increases to 120m and your Portals can be utilized twice per turn
Emanation - You create an additional distortion and can select whichever to transport through
Illusive
Create - Create a small static illusion (1m cube) at a point you can see within 20m. A Creature must make an Investigation Check against your Psion Save DC to reveal it is an illusion
Advanced - 2m cube, 40m Range, Elite - 4m cube, 60m Range
Emanation - You create as second Illusory cube
Confuse - Disallow the target from understanding the world as it exists, selecting a Creature you can see within 10m forcing its next Attack Roll or Save to be done with Disadvantage
Advanced - Increase range to 20m, Elite - Increase range to 40m
Emanation - Target 2 Creatures
Fade - Remove your presence from existence until the end of your turn, granting yourself the Invisible Condition
Advanced - You don’t provoke Opportunity Attacks, Elite - You gain 4m of Movement Speed on this turn
Emanation - It lasts until the start of your next turn