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# Psion

# Ability Scores

Psions gain a +2 class bonus to Intelligence or Charisma, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Psions get 2 skill points in any Intelligence or Charisma skill like Arcana, History, and Persuasion.

# Gear

At 1st level, psions start with adventuring clothes, a simple dagger (or a uniquely weird but similarly powerful weapon befitting to their background), and any other minor (and unusual) elements of gear their background suggests.

# Gold Pieces

Psions start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 10
Heavy 11 –2
Shield +1 –2

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger, spoon LEVELd6 club, staff
Light or Simple LEVELd6 (-2 atk) mace, shortsword LEVELd8 (-4 atk) spear
Heavy or Martial LEVELd8 (-5 atk) scimitar, warhammer LEVELd10 (–6 atk) greatsword

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger, star LEVELd4 hand crossbow
Light or Simple LEVELd6 (-2 atk) javelin LEVELd6 (-1 atk) light crossbow LEVELd6 (-2 atk) shortbow
Heavy or Martial LEVELd8 (–4 atk) heavy crossbow LEVELd8 (–5 atk) longbow

# Level Progression

Psion Level Total Hit Points Total Feats Full Recovery Affinities (H) Once-per-Battle Affinities (H) Affinity Level (H) Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 As 1st level PC 1 1 1st level Not affected ability modifier
Level 1 (6 + CON mod) x 3 1 adv 2 1 1st level ability modifier
Level 2 (6 + CON mod) x 4 2 adv 3 1 1st level ability modifier
Level 3 (6 + CON mod) x 5 3 adv 3 1 3rd level ability modifier
Level 4 (6 + CON mod) x 6 4 adv 4 1 3rd level +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adv; 1 champ 4 1 5th level 2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adv; 2 champ 4 2 5th level 2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adv; 3 champ 4 2 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adv; 3 champ; 1 epic 5 2 7th level 4 x ability modifier
Level 9 (6 + CON mod) x 20 4 adv; 3 champ; 2 epic 5 2 9th level 4 x ability modifier
Level 10 (6 + CON mod) x 24 4 adv; 3 champ; 3 epic 6 2 9th level +1 to 3 abilities 4 x ability modifier

(H): Indicates columns in which hybrid characters lag one level behind.

Note: Although not listed on the table, this class gets three talents. It does not get more at higher levels.

# Stats at 1st Level

Ability Bonus +2 Intelligence or Charisma (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier
Recoveries 9
Recovery Dice (1d6 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength + level vs. AC

Hit: WEAPON + Strength damage

Miss:


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

Psions use mundane implements, such as foci and beads, to improve their attacks. Unlike wizards and clerics, psions don’t choose the affinities they know. Instead, a psion of a given level can access all the affinities in a category that are their level or lower.

The category of affinity you’ll cast on your turn is randomly decided, but you get to decide how many of your resources you’ll use. You have a limited number of full recovery and once-per-battle affinities, so each turn you must decide whether to use one of the powerful affinities in the category you’re casting from or whether you’ll stick with an at-will affinity.

Psions are not allowed to cast rituals.


# Psionics

Psionics has three main categories of affinities: attack, defense, and iconic. At the start of combat and at the end of each of your turns, roll the psionic affinities die to determine which category you’ll cast from.

Your Psionic affinities die is comprised of 6 options without replacement until all of the options have been exhausted. You can allocate Attack, Defense, and Iconic options equally between the numbers on a die. When you roll a number, you gain the associated affinity.

Note: “without replacement” means that if you would roll that option again, you instead reroll your psionic affinities die until you get a different option. Once you have exhausted all possible options you reset and can roll all of the options again.

If you would gain another affinity, you add that to your pool of options and increase the size of the die you would roll.

If you roll…

  • Attack: The next psion affinity you cast during the battle must be an attack affinity, but you won’t have to choose the affinity until your turn.
  • Defense: The next psion affinity you cast during the battle must be a defense affinity, but you won’t have to choose the affinity until your turn.
  • Iconic: The next psion affinity you cast during the battle must be an iconic affinity. Immediately roll a die to determine which relationship’s affinities you’ll have to choose from. For example, if your character has 3 relationships, assign a number to each relationship and roll a d3. You don’t have to choose the specific affinity until your turn.

Whether you cast an at-will, per-battle, or full recovery affinity, you cast it at the affinity level shown on the affinity progression table.

# Adventurer Feat

Once per full recovery when you cast an iconic full recovery or once-per-battle affinity from an relationship you have at least a one-point with, roll a normal save. If you succeed, you don’t expend that affinity, allowing you to cast it again, or another full recovery/once-per-battle affinity.

# Champion Feat

Once per full recovery when you draw an iconic affinity, before rolling, choose an relationship you have at least a one-point with. The affinity you cast next will be from that relationship.

# Epic Feat

You can use the champion feat power a second time, but only if you choose a relationship that you have at least a two points with.


# High Weirdness

Psions usually display an uncanny weirdness that presents itself through their affinities, and sometimes even bleeds through to their general demeanor. This weirdness is represented in game mechanics through the High Weirdness table below.

When an enemy scores a critical hit against you, roll high weirdness and consult the table to see what effect applies.

While any High Weirdness effect is active, you can use a standard action to change it by rolling again and replacing the current effect with a new one.

Unless otherwise specified, the high weirdness effects last until the end of the battle.

# Adventurer Feat

If you have one or more Warp talents, whenever you make a d6 roll for one, also roll for a new high weirdness effect. The new effect replaces the weirdness effect currently active, if any.

If you have no Warp talents, roll for a new high weirdness effect whenever you draw an iconic affinity.

# Champion Feat

Once per battle when you roll for a high weirdness effect, roll twice and use both results. Reroll duplicate results.

# Epic Feat

One battle per full recovery, each time you roll for a high weirdness effect, roll twice and use both results. Reroll duplicate results.

# High Weirdness Table

d100 High Weirdness Effect
1–2 You accidentally summon 1d3 wibbles that either attack you or drift off to wreak a small amount of havoc elsewhere in the battle.
3–4 You’re hit by a pulsing wrinkle in time. You move and speak ever–so–slightly slower than you should until you catch up. There’s no effect this turn, but at the end of your turn, decrease your initiative 2d6 points, to a minimum of 1.
5–6 Each creature in the battle with temporary hit points loses half of them.
7–8 You can only speak by asking questions. If you or your character violates this requirement, your character takes 1 damage the first time, 2 damage the second time, and so on. (Have another player keep track.)
9–10 Your magic items’ quirks take over. If you aren’t doing a good enough job of roleplaying this personality fiasco, the GM and the rest of the players are authorized to suggest (in)appropriate behavior.
11 You leech personality traits from surrounding spirits, whatever those happen to be. These are only traits, not personality overrides.
12 You must speak in what you think could be the voice of the last creature your psion attacked. If it doesn’t seem to have a voice, invent one.
13 Small squeaking rodents erupt from any plausible cover that you go near. There’s no real effect except they’re somewhat noisy and rodents suddenly pop up in unexpected places.
14 Your (the PC) favorite song begins playing around you magically, getting louder and louder (tell the table what type of song it is, or maybe hum it). It might or might not interfere with bardic songs or monsters that need to be heard properly to get their dirty work done.
15 A disembodied voice begins narrating the events of the battle to all participants. The voice isn’t necessarily on your side, pick a random relationship it seems to be associated with.
16 You grow horns or other spikes all over. If you already have horns, then you lose them. Some of the horns, or lack thereof, persist after the weirdness ends.
17 One of your arms becomes a functional tentacle. It has no mechanical effects, but unless you’re special or lucky it’s probably not a very pretty tentacle. Your option on whether or not it remains after the weirdness ends.
18 A great gust of wind circles around the battlefield. It probably has no serious effect unless there’s something happening that a great gust of wind could seriously affect.
19 All creatures leave colored trails behind them as they move, turning the battle scene into a strange glowing artwork. Images fade every ten seconds or so.
20 Some minor detail of your appearance changes hair color, gaps between teeth, handedness, and so on. The change is permanent–ish.
21–22 Grit, explosive dust, or other debris explodes into the air around you, dealing 1d4 damage per tier to each nearby creature.
23–24 There’s tension in the air, or the rumble of distant thunder, or a sense of impending disaster, and the next creature that misses with an attack this battle takes damage equal your Charisma modifier, double your Charisma modifier at champion tier, and triple it at epic tier.
25–26 Quickly passing auras blur and shake across the battlefield, or cold winds whip through and grow warmer as they pass, or the lights flicker . . . and the creature that has taken the most damage in the battle gains temporary hit points equal to 10% of its maximum hit points.
27–28 One random creature in the battle other than you teleports next to and is engaged by one of its random enemies other than you.
29–30 Global Effect: Space seriously twists, affecting the affinities and ranged attacks of each creature in the battle creatures that are nearby count as if they were far away, and creatures that are far away count as if they are nearby.
31–32 The first affinity you cast this battle has effects (not damage) like an affinity two levels higher than it, if possible.
33–34 Global Effect: All normal saves made by creatures in the battle are actually easy saves (6+).
35–36 Global Effect: There’s a blurring at the edge of all things. No creature can intercept another. Disengage attempts automatically succeed.
37–38 Global Effect: The champions shall inherit the dirt! Until the end of your next turn, saves that fail count as if they succeed, and saves that succeed count as if they fail!
39–40 Roll the escalation die and use the new result.
41–42 Global Effect: Each creature in the battle taking ongoing damage immediately takes that damage. Then all ongoing damage effects end.
43–44 Global Effect: Each creature that makes an attack targeting PD targets MD instead. Attacks against MD target PD instead.
45–46 Your shadow detaches and flits around you. Until the weirdness ends, you gain a +2 attack bonus but take a –2 penalty to saves. Your personality may or may not be affected. It’s up to you.
47–48 Choose yourself or one ally with temporary hit points and double those temporary hit points.
49–50 There’s a large magical special effect of your choice (non-mechanical), and each creature in the battle ignores all resistances.
51–55 You gain an additional quick action during each of your turns while this weirdness is in effect.
56–60 When one of your allies casts an psionic affinity this battle, the affinity gains a small bonus effect chosen by the GM (something that suits the affinity and the story).
61–65 You and your allies gain small halos, or celestial light pours in, or a subtle glow illuminates each countenance. When one of your allies casts a divine affinity this battle, it gains a small bonus effect chosen by the GM, something that suits the affinity and the story.
66–70 Your features shift and settle into a temporary new pattern. You gain a random species ability until the end of your next turn. Ignore results that duplicate a species ability you already have. Roll a d8. 1: dwarf’s that’s your best shot; 2: dark elf’s cruel; 3: high elf’s highblood teleport; 4: gnome’s confounding; 5: half–elf’s surprising; 6: halfling’s evasive; 7: holy one’s halo; 8: Tieflings’s curse of chaos.
71–75 If one of your allies is at 0 hit points or below, that ally can roll a free death save that won’t count against their missed death save total.
76–80 Choose one creature (including you) that has already rallied this battle. It can rally again this battle (using the same action it normally would) as if it hadn’t already rallied (no roll if the first use).
81–85 Your presence blurs through space, spirit, and time, and you can fight in spirit on your turn (see Combat Rules, Special Action) in addition to taking your normal turn.
86–90 You shift, you waver, or you go transparent. You don’t take any miss damage while this weirdness is affecting you.
91–95 The magic items in the area all start talking at once. You or one ally of your choice can roll to recharge one magic item (affected creature’s choice).
96–97 Something related to your one unique thing goes very right for you. This is on you and the GM to work out together. The GM has the final say, though.
98 If you and your allies flee RIGHT NOW, you don’t take a campaign loss for your discretion. This may take some explaining. It’s all about the psionics.
99 Roll twice more on this table. If you wish you can ignore one of the rolled results but must stick with the other. If you roll the same result twice, you get that weirdness just once.
100 You gain an extra standard action during the next turn after this weirdness goes into effect.

# Class Talents

Choose three of the following class talents.

# Warp Talents

There are three separate Warp talents that you may choose from. They provide random powers or features that surface unpredictably during battles (and perhaps during non-combat moments of high tension).

If a warp talent gives you access to a affinity from another class, associate it with psionic’s attack category or defense category. You can then cast it if that affinity type comes up for you.

# Attacking Warp

Psionics provides you with a random warp effect when the next affinity you cast will be an attack affinity. This talent works best for psions with a high Dexterity.

When your random affinity choice indicates an attack affinity, roll a d6 to determine the effect you’ll gain from the elemental warp. Even though you can’t cast the affinity until your next turn, the warp effect applies now.

d6 Effect
1 Air: You gain flight until the end of your next turn.
2 Earth: Until the end of your next turn, each enemy that misses you with a melee attack is stuck until the end of its next turn.
3 Fire: Until the end of your next turn, you can pop free from staggered enemies as a quick action.
4 Water: You gain a bonus to disengage checks until the end of your next turn equal to your Dexterity modifier
5 Metal: Until the end of your next turn, when an enemy disengages from you, it takes damage equal to your Dexterity modifier, double your Dexterity modifier at champion tier, and triple it at epic tier.
6 Void: During your next turn, you can use a move action to teleport to a nearby location you can see.
# Adventurer Feat

When you roll a successful disengage check, you gain temporary hit points equal to your Dexterity modifier, double your Dexterity modifier at champion tier, and triple it at epic tier.

# Champion Feat

While you are flying due to any effect, you gain a bonus to disengage checks equal to your Dexterity modifier.

# Epic Feat

When one of your affinities or powers lets you teleport to a nearby location, you can instead teleport to a far away location you can see.


# Defensive Warp

Psionics provides you with a random warp effect when the next affinity you cast will be a defense affinity. This talent works best for psions with a high Wisdom.

When your random affinity choice indicates a defense affinity, roll a d6 to determine the effect you’ll gain from the elemental warp. Even though you can’t cast the affinity until your next turn, the warp effect applies now.

d6 Effect
1 Air: Once before the end of your next turn, you can heal using a recovery as a quick action.
2 Earth: You gain temporary hit points equal to your Wisdom modifier, double your Wisdom modifier at champion tier, and triple it at epic tier.
3 Fire: Until the end of your next turn, when an enemy moves to engage you, it takes fire damage equal to your Wisdom modifier, double your Wisdom modifier at champion tier, and triple it at epic tier.
4 Water: Until the end of your next turn, when you heal using a recovery, add hit points equal to your Wisdom modifier to that healing, double your Wisdom modifier at champion tier, and triple it at epic tier.
5 Metal: Until the end of your next turn, you gain a +2 bonus to AC.
6 Void: Until the end of your next turn, the first time an attack hits you, as a free action you can choose to lose hit points equal to your level to force the attacker to reroll the attack.
# Adventurer Feat

When you heal using a recovery, add hit points equal to the escalation die to that healing.

# Champion Feat

While you are at maximum hit points, you gain a +1 bonus to all defenses.

# Epic Feat

When an attacker rerolls an attack against you, it takes an attack penalty equal to your Wisdom modifier.


# Iconic Warp

Psionics provides you with a random warp effect when the next affinity you cast will be an iconic affinity. This talent works best for psions with a high Intelligence.

When your random affinity choice indicates an iconic affinity, roll a d6 to determine the effect you’ll gain from the elemental warp. Even though you can’t cast the affinity until your next turn, the warp effect applies now.

d6 Effect
1 Air: Randomly determine two relationship associations for the affinity you’ll cast instead of one. Choose one of those associations to use for that affinity.
2 Earth: Until the end of your next turn, you gain a bonus to PD and MD equal to your Intelligence modifier.
3 Fire: Until the end of your next turn, you gain the once-per-battle species power of a random nearby ally; ignore this benefit if it duplicates your own species power or if it doesn’t make sense during the battle (human, for example).
4 Water:Until the end of your next turn, you gain a bonus to saves equal to your Intelligence modifier.
5 Metal: Until the end of your next turn, critical hits scored against you only count as normal hits.
6 Void: When you roll a natural 20 with an attack, the critical hit range of your attacks expands by 2 until the end of the battle (cumulative).
# Adventurer Feat

Once per battle when you roll for an iconic warp effect, roll the d6 twice and choose the result you want.

# Champion Feat

When you roll a natural 18–20 on a save, a nearby ally of your choice can roll a save against a save ends effect.

# Epic Feat

When you roll a natural 20 with an attack, the critical hit range of your attacks expands by 2 until the end of the battle (cumulative).”


# Blip of Bard

You gain 1 affinity of Bard. Whenever you take a full heal-up, randomly choose a bard spell or song up to the highest level you can cast. For the rest of the full recovery, you know this affinity and can cast it according to its normal usage pattern—at-will, once per battle, recharge, or full recovery—when that option is rolled during your psion affinity casting sequence.

# Adventurer Feat

After each full heal-up, choose an art form such as kazoo improvisation, ice carving or gnome pantomime. Roll a d6 and gain as many points in a related background. The inspiration lasts until the next full heal-up, at which point a new inspiration strikes.

# Champion Feat

After each full heal-up, choose one random battle cry from the bard list. You can use this battle cry with your chaos mage melee attacks. Once per full recovery, you can also trigger it with an at-will affinity attack roll.

# Epic Feat

If you don’t like either the random bard affinity or the battle cry you rolled for the full recovery, roll again. You’re stuck with the second one.


# Eidolon of Anarchy

As a rampant psionic vessel, your body isn’t stable. The color of your hair, eyes and even skin keeps shifting through all the colors of the rainbow, based on your mood, the weather, and the whims of psionics. On some days, you wake up as a different species or gender. All of this is wildly confusing to others, but you were born with it and know this is who you are. When you manifest a affinity, it’s less of a conscious act of casting than a failure to contain the psionics.

Since psionics are a manifestation of your physical being, you use Constitution instead of Charisma for all Psion affinities.

As a side effect, your body and mind shake off attempts to reshape them more easily. You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn.

# Adventurer Feat

Reroll natural 1s when spending a recovery to heal.

# Champion Feat

Once per battle, when you are out of full recovery affinities, you can cast a full recovery affinity by expending a recovery without healing instead.

# Epic Feat

When you save against a save ends effect with a natural even success, make a Constitution + level vs. PD attack against a random nearby enemy. If you hit, that target is now under the effect you just shook off.


# Enigmatic Pet

You have befriended a small creature, like a cat or a fox, which hangs around you to get petted and fed. It seems completely oblivious to the chaos and mayhem that surrounds you, and ignores any High Weirdness effects. You have a nagging feeling that the universe has sent it to counterbalance the effects of your powers.

Once per full recovery, your pet can cancel an ongoing magical or supernatural effect. That effect can be a condition on a creature, an item effect, something in the environment, or your own High Weirdness. If the effect is permanent, such as an item enchantment, roll a save each turn to see when the effect is reactivated.

Your pet won’t join you in a fight, and it can’t be targeted by affinities or attacks.

Also choose one ability for your pet from the list below:

  • Axiomatic: Once per full recovery, when making a d20-based check, your pet can set the roll to 13 instead of rolling.
  • Detector: It can smell magic by scent.
  • Flight: It can fly.
  • Healer: Once per full recovery, it can grant someone the use of a recovery to heal by touch.
  • Innate Magic: Your pet knows three Wizard cantrips, and it can use one cantrip per scene.
  • Mundane Aura: It appears fully natural and resists any divination magic cast on it.
  • Negator: It can use its anti-magic ability twice per full recovery.
  • Shapechanger: It can take any shape it likes, as long as it stays roughly cat-sized.
  • Shield: Once per full recovery, it can force an enemy to reroll an attack against you with a d12.
  • Shy: It can turn invisible at-will.
  • Talkative: Your pet can talk. Each session, determine its personality with the Personality table
d6 Personality
1 Cutesy
2 Zen-like
3 Condescending
4 Sneaky
5 Hungry
6 Cuddly

# Adventurer Feat

Your pet has a second ability from the list.

# Champion Feat

Your pet has a third ability.

# Epic Feat

Your pet has a fourth ability.


# Master of Mayhem

You gain a bonus full recovery affinity, for a total of three at 1st level.

# Champion Feat

Once per battle, roll twice for affinity. Keep one to determine your affinity and mark both as used.

# Epic Feat

When you have no psion full recovery affinities left, regain one when you take a quick rest.


# Mind Reader

You can read the thoughts of nearby sentient creatures. If they are unaware of your mind reading ability you can make an 11+ save to understand their thoughts.

If you are in battle you can use a quick action to attempt to reveal the thoughts and strategy of one creature nearby of you, make an 11+ save to understand their thoughts with a penalty equal to their intelligence modifier unless they are aware of your ability to understand their thoughts, then make a 16+ save instead. If you succeed you gain advantage on the next attack roll against that creature.

If you do not speak their language make the save with disadvantage.

# Adventurer Feat

If you do not speak their language you do not make the save with disadvantage.

# Champion Feat

The save is 6+, 11+ if they are aware of your mind reader ability.


# Psionic Warrior

You don’t take an attack penalty when wielding a one-handed melee weapon of any kind, or a shield. You also take no attack penalty for wearing heavy armor, and your base AC in heavy armor is increased to 12.

When you would roll to determine your next affinity, you can choose to gain the effects below instead of an affinity. The effect depends on the affinity you roll, and it lasts until the end of your next turn.

Affinity Effect
Attack Your melee attacks deal fire damage, and you deal 1d6 extra damage per level on a hit.
Defense If an enemy misses you with a melee attack, you can make a melee attack against them as an interrupt action.
Iconic - Blood Gain advantage on your next melee attack roll.
Iconic - Light Your melee attacks deal radiant damage, you deal half damage on a miss.
Iconic - Twisted Your melee attacks deal necrotic damage, and if you hit, the target takes a 1d6 penalty to all defenses until the end of your next turn.

If you have a warp talent, you still get the talent’s effect even if you drop the affinity.

Special: If you are a hybrid psion, the psion side counts as a “skilled warrior” and no longer reduces your WEAPON damage die. However, you have one fewer psion full recovery affinity.

# Adventurer Feat

Your recoveries use exploding dice (add one more die for each that comes up as maximum).

# Champion Feat

Your AC in light armor is increased to 11, and in heavy armor to 13.

# Epic Feat

Once per battle, when the escalation die is 3+, make a melee attack as a quick action after using a psion affinity on that turn.


# Separate Existence

You are ever-so-slightly detached from normal physical reality. Play the story side of that as you like; the game mechanics side is that you can cast ranged affinities while engaged with enemies without taking opportunity attacks.

# Adventurer Feat

While you have an air or void warp effect active, you take no damage from missed attacks.

# Champion Feat

When you teleport, you can heal using a recovery.


# Stench of Necromancy

You gain 1 affinity of Necromancer. Whenever you take a full heal-up, randomly choose a necromancer spell of the highest level you can cast. For the rest of the full recovery, you know this necromancer affinity and can cast it according to its normal usage pattern—at-will, once per battle, recharge, or full recovery—when that option is rolled during your turn.

If the necromancer affinity refers to Intelligence, you can replace that ability score with references to Charisma.

# Adventurer Feat

One battle per full recovery, you can gain the Cackling Soliloquist talent from the necromancer class.

# Champion Feat

While you have an earth or metal warp effect active, when an enemy in the battle drops to 0 hp, you gain temporary hit points equal to your Charisma modifier, double your Charisma modifier at champion tier, and triple it at epic tier.

# Epic Feat

If you don’t like the first random necromancer affinity you select for the full recovery, you can determine another random necromancer affinity. You’re stuck with the second one.


# Touch of Wizardry

You gain 1 affinity of Wizard. Whenever you take a full heal-up, randomly choose a wizard spell of the highest level you can cast. For the rest of the full recovery, you know this wizard affinity and can cast it according to its normal usage pattern—at-will, cyclic, once per battle, recharge, or full recovery—when that option is rolled during your turn.

If the wizard affinity refers to Intelligence, you can replace that ability score with references to Charisma.

# Adventurer Feat

You gain a random wizard talent at the start of each full recovery. Roll a d3. 1: Abjuration; 2: Evocation; 3: High Arcana (counter magic). Replace references to “wizard” in these talents with “psion” and Intelligence with Charisma.

# Champion Feat

You gain a single full recovery use of the wizard’s utility affinity, cast at your level or lower.

# Epic Feat

If you don’t like the first random wizard affinity you select for the full recovery, you can determine another random wizard affinity. You’re stuck with the second one.


# Trace of the Divine

You gain 1 affinity of Cleric. Whenever you take a full heal-up, randomly choose a cleric spell of the highest level you can cast. For the rest of the full recovery, you know this cleric affinity and can cast it according to its normal usage pattern—at-will, once per battle, recharge, or full recovery—when that option is rolled during your turn.

If the cleric affinity refers to Wisdom, you can replace that ability score with references to Charisma.

# Adventurer Feat

At the start of the full recovery, choose a random cleric invocation, excepting those from the healing domain. You can use that invocation as if you were a cleric once this full recovery as a quick action.

# Champion Feat

While you have an air or water warp effect active, when you heal using a recovery or cast an affinity that lets an ally heal using a recovery, add an extra recovery die to the healing.

# Epic Feat

In addition to the random invocation you gain at the start of the full recovery, you also get the talent/domain powers that go with it.


# Unleashed Pain

While you are staggered, increase the damage dice of your psion affinities by one step (d4 to d6 and so on).

# Adventurer Feat

Once per battle, when rolling an affinity, you can swap the affinity for an iconic affinity that has already been used. You can only do this if you have a used iconic affinity.

# Champion Feat

While you are staggered, your psion affinities gain a +2 bonus to their critical threat range.

# Epic Feat

While you are staggered, all damage dice of your affinities are exploding dice (when you roll the maximum number, roll another die and add it).


# Whiff of Sorcery

You gain 1 affinity of Sorcery. Whenever you take a full heal-up, randomly choose a sorcerer spell of the highest level you can cast. For the rest of the full recovery, you know this sorcerer affinity and can cast it according to its normal usage pattern—at-will, once per battle, recharge, or full recovery—when that option is rolled during your turn.

# Adventurer Feat

Twice per full recovery, you can gather power as if you were a sorcerer in order to deal double damage with either a sorcerer affinity or a psion affinity the next time you cast an affinity. You also gain the chaotic benefit for gathering power. (Note that you should have already determined the type of affinity you will be casting, since you select an affinity type when you roll initiative and at the end of each turn, so you’re generally better off waiting to gather power when you know you have an attack or iconic affinity coming.)

# Champion Feat

While you have an air or fire warp effect active, add fire damage equal to your Charisma modifier to your miss damage, double your Charisma modifier at champion tier, and triple it at epic tier.

# Epic Feat

If you don’t like the first random sorcerer affinity you select for the full recovery, you can determine another random sorcerer affinity. You’re stuck with the second one.


# Attack Affinities (1st Level+)

# Telekinesis

Ranged Affinity

At-Will

Target: One random nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d10 + Charisma force damage.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d10 damage.
5th 5d10 damage.
7th 7d10 damage.
9th 9d10 damage.

# Adventurer Feat

You can now also target far away enemies.

# Champion Feat

This affinity’s damage dice increase by one size to d12s.

# Epic Feat

One battle per full recovery, you can deal half damage on a natural even miss with this affinity.


# Mind Thrust

Ranged Affinity

Once per battle

Target: One nearby or far away enemy

Attack: Charisma + Level vs. MD

Hit: 1d8 + Charisma damage.

Natural Even Hit: As a hit, plus another nearby enemy takes half damage.

Miss: 1d6 damage to a different nearby enemy.

3rd level affinity 4d6 damage: 1d10 damage on a miss.

5th level affinity 6d6 damage: 2d12 damage on a miss.

7th level affinity 6d10 damage: 3d12 damage on a miss.

9th level affinity 8d10 damage: 5d12 damage on a miss.


# Psionic Eruption

Ranged Affinity

Full Recovery

Targets: 1d6 nearby enemies

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma damage, and roll a d4 for the effect (same damage for all targets but a separate effect for each one).

d4 Effect
1 The target is dazed (save ends).
2 The target is weakened (save ends).
3 The target is hampered until the end of your next turn.
4 The target is confused until the end of your next turn.

Miss: Damage equal to your level.

Higher Level Effect
3rd 6d6 damage.
5th 6d10 damage.
7th 10d10 damage.
9th 2d8 x 10 damage.

# Warped Steel

Close-quarters Affinity

Once per battle

Quick Action

Target: One melee weapon you are wielding

Effect: Until the end of the battle, when you miss with a melee attack with the weapon, deal damage equal to your Charisma modifier, twice at champion tier and thrice at epic tier, to a random nearby enemy.

# Adventurer Feat

On a natural odd miss, deal the damage to two random nearby enemies.


# Brain Warp (3rd Level+)

Ranged Affinity

Once per battle

Special: You can expend a full recovery affinity instead to attack two enemies.

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target makes an attack against a random nearby enemy, with the escalation die as a bonus. If it has more than one attack ability, the GM picks one randomly.

Miss: The target has disadvantage on its next attack roll.

# Champion Feat

The target also adds your Charisma modifier to the attack roll against its own ally.


# Raining Chaos (5th Level+)

Ranged Affinity

Full Recovery

Always: You can fly until the end of your next turn.

Target: One random enemy per point of escalation die (targets can be hit multiple times)

Attack: Charisma + Level vs. PD

Hit: 6d6 + Charisma damage. The element of the damage is different for each attack – fire, lightning, cold, acid, thunder, and then poison.

Miss: Half damage

Higher Level Effect
7th 8d8 damage.
9th 10d10 damage.

# Champion Feat

The damage dice of this affinity are now exploding dice.


# Chaos Wave (7th Level+)

You summon a wave of crackling chaos that changes all creatures it hits on its way. They grow slimy scales, new limbs, or a third eye on their forehead.

Close-quarters Affinity

Full Recovery

Always: Roll on the High Weirdness table

Target: 1d4 nearby enemies

Attack: Charisma + Level vs. MD

Natural Even Hit: 10d12 + Charisma lightning damage, and you switch PD and MD of the target until the end of the battle.

Natural Odd Hit: 10d12 + Charisma psychic damage. If the escalation die is odd, give the target +2 AC and -2 to attacks; if it is even, give it -2 AC and +2 to attacks until the end of the battle.

Miss: Half damage

Higher Level Effect
9th 2d10 x 10 damage.

# Champion Feat

You can now attack far away enemies with this affinity.


# Gravity Well (9th Level+)

Ranged Affinity

Full Recovery

Effect: Attack one random nearby enemy per point of escalation die with Telekinesis.


# Devolution (9th Level+)

Ranged Affinity

Full Recovery

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. PD

Hit: The target takes 50 ongoing necrotic damage as its body slowly devolves. The save against the ongoing damage is a hard save (16+). If a target has 100 hit points or fewer left when it fails a save, it becomes primordial ooze, leaving only a puddle of gooey mess.

Miss:

# Epic Feat

Devolve at 150 hp or fewer.


# Defense Affinities (1st Level+)

# Eidolic Boon

Close-quarters Affinity

At-Will

Effect: Roll a d20 to determine which effect the blessing grants. Higher-level versions of the affinity improve the first three blessings, but you still get only the blessing you roll.

d20 Effect
1–4 Gift— You or one of your nearby allies gains 7 temporary hit points.
5–8 Resilience— You gain 7 temporary hit points.
9–12 Aura— The next enemy that moves to engage you this battle takes 2d6 damage.
13–16 Defense bonus— You gain a +2 bonus to the defense of your choice (AC, PD, or MD) until an attack against that defense misses you or until the end of the battle.
17–20 Healing— You or your nearby ally with the fewest hit points can heal using a recovery. (If you’re the one with the fewest hit points among you and your nearby allies, it’s you.)
Higher Level Effect
3rd gift and resilience now grant 12 temporary hit points; aura damage is 2d10.
5th gift and resilience now grant 20 temporary hit points; aura damage is 4d10.
7th gift and resilience now grant 35 temporary hit points; aura damage is 6d8.
9th gift and resilience now grant 60 temporary hit points; aura damage is 10d8.

# Adventurer Feat

The defense bonus effect now applies to all the target’s defenses (and therefore ends as soon as the target is missed by an attack).

# Champion Feat

A number of times per full recovery equal to your highest non-Charisma modifier, you can roll twice when you cast eidolic boon and gain both effects (reroll a duplicate result).

# Epic Feat

The damage dice for the aura effect increase by one size (for example, d8s to d10s).


# Silver Stitch

Close-quarters Affinity

Once per battle

Targets: Two nearby allies, or you and one nearby ally

Effect: Randomly choose one of the targets. That target can heal using a recovery. The other target gains 10 temporary hit points and the wound becomes a silvery color, this effect lasts as long as the temporary hit points do.

Higher Level Effect
3rd 20 temporary hit points.
5th 30 temporary hit points.
7th 45 temporary hit points.
9th 70 temporary hit points.

# Repelling Barrier

Close-quarters Affinity

At-Will

Target: All enemies engaged with you

Attack: Charisma + Level vs. PD

Hit: 1d4 + Charisma force damage, and the target pops free from you.

Miss: Damage equal to your level

Higher Level Effect
3rd 2d6 damage
5th 3d8 damage
7th 4d10 damage
9th 6d12 damage

# Adventurer Feat

Until the start of your next turn, you can repeat the attack as a free action against each enemy who moves to engage you.


# Elemental Barrier

Close-quarters Affinity

Full Recovery

Effect: Until the end of the battle, you gain a +2 bonus to all defenses, and resist force, psychic and thunder 14+. At the start of each turn, you lose one of the benefits of this spell. Roll 1d6 to see which one.

d6 Effect
1 AC Bonus
2 PD Bonus
3 MD Bonus
4 Resist force
5 Resist psychic
6 Resist thunder

If you roll a protection you have already lost, you’ve lucked out this turn — you don’t lose another benefit.

# Adventurer Feat

Increase the defense bonuses granted by this spell to +3.

# Champion Feat

Increase the resistances provided by this spell to 16+.


# Blade Ward (3rd Level+)

Close-quarters Affinity

Once per battle

Effect: You animate a melee weapon you are holding to ward off your enemies. Until the start of your next turn, whenever an enemy attacks you in melee, the weapon makes a melee attack against the target as a free action, striking before that enemy. Use your melee basic attack, but with your Charisma modifier for attack and damage rolls. If the blade rolls a natural odd miss, it moves away from you to protect a random nearby ally instead.


# Blur (3rd Level+)

Close-quarters Affinity

Full Recovery

Effect: Until the end of the battle, roll 1d100 when you are hit by an attack. On a 20 or lower, the attack is a miss, and there is an additional effect as per the table below:

d100 Effect
1 The spell fizzles after blocking this attack.
2 The attack hits a random nearby ally for half damage instead.
3 The attack hits a different, random nearby enemy instead.
4 The attack hits two different, random nearby enemies for half damage.
5 The attack hits the attacker.
6 The attacker is vulnerable to your attacks until the end of the battle.
7 The attacker takes psychic damage equal to your level.
8 The attacker takes 5, 10 at champion tier, and 20 at epic tier. ongoing fire damage.
9 The attacker is weakened until the end of their next turn.
10 A nearby enemy is dazed (distracted by a swarm of butterflies) until the end of its next turn.
11 You are dazed until the end of your next turn.
12 You teleport to a random nearby location.
13 Teleport the attacker to a random nearby location.
14 Both you and the attacker teleport to different random nearby locations.
15 You gain resist 16+ against the attack’s type of damage until the end of your next turn.
16 Transfer the blur effect to a random nearby ally.
17 A random nearby ally also benefits from the blur effect until the end of your next turn.
18 You summon an illusory double of yourself. The next time you are hit, there is a 50% chance it turns into a miss. Then the double is destroyed.
19 The next time Chaotic Blur fails to block an attack this battle, you still take only half damage.
20 Increase the chance that Chaotic Blur triggers by 5% (so 21-25 are now also a miss, then 26-30 and so on), without additional effects on those numbers.

# Adventurer Feat

You can target a nearby ally with the spell instead.


# Mental Cocoon (5th Level+)

Close-quarters Affinity

Full Recovery

Target: You or a nearby ally

Effect: You protect yourself with a psionic vortex that provides resist all except psionic 18+ and vulnerable to psychic. After every time the cocoon resists damage, change “psychic” to whatever the resistance just protected against (weapon attacks, fire, beast claws etc.). If the resisted attack was a natural even roll, transfer the cocoon to a random ally. The cocoon persists until the end of the battle.


# Sanctuary (7th Level+)

Close-quarters Affinity

Full Recovery

Effect: Until the end of the battle, before an enemy attacks you, they must immediately roll an easy save (6+).

Natural Odd Failure: The target is struck by fear (-4 to attacks and can’t benefit from the escalation die) until the end of their next turn.

Natural Even Failure: The target is stuck and vulnerable to attacks until the end of their next turn.

Natural 18+: The target destroys the affinity zone and you must roll for a High Weirdness effect.

Higher Level Effect
9th The save is now a normal save (11+)

# Epic Feat

On a natural 1 on the save, the target is stunned until the end of their next turn.


# Iconic Affinities & Feats

In setting up your game universe, you should have a set of relationships. Distribute them more or less evenly into the affinity groups below according to the theme that matches best (Blood, Light, Twisted). When the psion rolls a particular relationship, they can choose any affinity associated with that relationship’s group of affinities.

Multiple relationships should belong to each group. Each group should have at-will affinities and at least one per-battle and full recovery affinity.


# Blood

# Castigation (1st level+)

Close-quarters Affinity

At-Will

Target: One enemy you are engaged with if possible; if not, then one nearby enemy

Attack: Charisma + Level vs. MD

Hit: 1d8 + Charisma psychic damage

Hit vs. a Staggered Target: As a hit, except there is no damage roll; the target takes maximum damage.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d6 damage.
5th 5d6 damage.
7th 5d8 damage.
9th 6d10 damage.
# Adventurer Feat

When you hit a demon with this affinity, it’s also hampered (save ends).

# Champion Feat

The damage dice for the affinity increase by one size (for example, d6s to d8s).

# Epic Feat

The affinity now deals half damage on a miss.


# Terribly Spiky Armor (3rd level+)

Ranged Affinity

Full Recovery

Effect: Until the end of the battle, you gain a +3 bonus to AC and when an enemy engaged with you misses you with an attack, it takes 3d6 + Charisma damage.

Higher Level Effect
5th 5d6 damage.
7th 5d8 damage.
9th 7d10 damage.

# Yours! (1st level+)

Ranged Affinity

At-Will

Target: You or one ally in the battle, chosen randomly

Effect: Roll a d20.

1–10: The target can heal using a recovery.

11–20: The target can make a basic attack as a free action.

# Adventurer Feat

When this affinity allows a target to attack, the attack deals half damage on a miss instead of normal miss damage.

# Champion Feat

The target can move as a free action before using a recovery or attacking.

# Epic Feat

When the target heals using a recovery, it adds hit points equal to 1d10 x the escalation die to that healing.


# Ours! (1st level+)

Ranged Affinity

Full Recovery

Target: One nearby ally

Effect: The target can heal using a free recovery, adding hit points equal to 1d6 x the escalation die to that healing. Unless you or the target is a dwarf, randomly choose one of the target’s true magic items. You actively gain that item’s quirk until the end of the full recovery.


# Fiery Claw (1st level+)

Ranged Affinity

At-Will

Special: This affinity attack ignores all the target’s resistances.

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma fire damage, and the target loses its resist damage abilities, if any (hard save ends, 16+).

Miss: Damage equal to your level.

3rd level affinity 3d8 damage.

5th level affinity 5d8 damage.

7th level affinity 7d8 damage.

9th level affinity 9d8 damage.

# Adventurer Feat

This affinity can now deal radiant damage instead of fire damage.

# Champion Feat

The damage dice for this affinity increase from d8s to d10s.

# Epic Feat

This affinity now deals half damage on a miss.


# Final Wrath (5th level+)

Ranged Affinity

Full Recovery

Targets: 1d4 nearby enemies in a group

Attack: Charisma + Level vs. PD

Hit: 7d6 + Charisma fire damage.

Natural Even Hit: As a hit, plus if the target is staggered after the attack, it’s also stunned until the end of its next turn.

Miss: Damage equal to your level.

Higher Level Effect
7th 9d10 damage.
9th 2d6 x 10 damage.
# Champion Feat

This affinity now deals half damage on a miss.

# Epic Feat

This affinity now targets 2d3 enemies in a group.


# War Drums (1st level+)

Ranged Affinity

At-Will

Effect: The next natural odd attack roll you or one of your allies makes this battle that hits an enemy deals 13 extra damage.

Higher Level Effect
3rd 23 extra damage.
5th 33 extra damage.
7th 53 extra damage.
9th 83 extra damage.
# Adventurer Feat

Add your Charisma modifier to the extra damage, double your Charisma modifier at champion tier, and triple it at epic tier.

# Champion Feat

When you cast this affinity,each nearby enemy that’s staggered also takes 2d6 thunder damage (4d6 thunder damage at 8th level).

# Epic Feat

When this affinity’s effect deals the extra damage, you can roll a hard save (16+). If you succeed, the war drums keep beating and the effect extends to the next natural odd hit this battle! (And so on if you keep succeeding.)


# Savage Endings (3rd level+)

Ranged Affinity

Full Recovery

Targets: Each nearby creature that’s staggered (yes, including allies, even those who are dying)

Effect: Each target takes 5d6 + Charisma damage.

Higher Level Effect
5th 5d8 damage.
7th 7d10 damage.
9th 10d10 damage.
# Adventurer Feat

The affinity no longer targets your allies.

# Champion Feat

The affinity’s damage dice increase by one size (for example, d10s to d12s).

# Epic Feat

When you drop one or more non-mook creatures to 0 hp with this affinity, you can heal using a free recovery.


# Light

# Silver Arrows (1st level+)

Ranged Affinity

At-Will

Targets: 1d3 nearby enemies

Effect: The target takes 4 force damage.

Higher Level Effect
3rd 7 damage.
5th 10 damage.
7th 14 damage.
9th 27 damage.
# Adventurer Feat

This affinity now targets 1d4 nearby or far away enemies.

# Champion Feat

This affinity now targets 1d6 nearby or far away enemies.

# Epic Feat

This affinity now targets a number of nearby or far away enemies equal to the escalation die.


# Cascading Power (5th level+)

Ranged Affinity

Full Recovery

Targets: A number of random nearby creatures equal to the escalation die

Effect: The targets are embroiled in silver fire! Each targeted ally can roll an immediate easy save (6+); if that ally succeeds, they regain one full recovery or recharge power of their choice. Then each targeted enemy takes damage equal to 1d10 x the escalation die.

After the damage, roll the escalation die and use the new result.

Higher Level Effect
7th Damage equal to 2d6 x the escalation die.
9th Damage equal to 2d12 x the escalation die.

# Silver Shards (1st level+)

Ranged Affinity

At-Will

Target: One nearby or far away enemy

Attack: Charisma + Level vs. PD

Natural Even Hit: 1d6 + Charisma force damage, and you can roll a hard save (16+). If you succeed, you get an extra standard action this turn.

Natural Odd Hit: 7 ongoing damage.

Natural Even Miss: You can teleport to a nearby location you can see as a free action.

Higher Level Effect
3rd Even hit: 3d6 damage; Odd hit: 10 ongoing damage.
5th Even hit: 5d6 damage; Odd hit: 18 ongoing damage.
7th Even hit: 5d8 damage; Odd hit: 28 ongoing damage.
9th Even hit: 7d10 damage; Odd hit: 40 ongoing damage.
# Adventurer Feat

A natural odd miss now deals damage equal to your level.

# Champion Feat

A natural odd miss now deals half the force damage an even hit would have dealt.

# Epic Feat

A natural even miss now allows you to teleport to a far away location you can see as a free action.


# Coronation (3rd level+)

Close-quarters Affinity

Full Recovery

Effect: Until the end of the battle, when a staggered enemy hits you with an attack, you can make the following attack against that enemy as a free action after the attack.

Attack: Charisma + Level vs. MD

Hit: The target is confused until the end of its next turn.

# Champion Feat

Once per battle when a staggered enemy misses you with an attack while this affinity’s effect is active, you can make the attack against that enemy.

# Epic Feat

When you make a natural even roll with a coronation attack, you can have the target become confused (save ends) instead of taking damage.


# Bolt and Thunder (1st level+)

Ranged Affinity

At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d4 + Charisma lightning damage, and a different random nearby enemy takes the same amount of thunder damage.

Higher Level Effect
3rd 2d6 damage.
5th 3d6 damage.
7th 5d6 damage.
9th 5d8 damage.
# Adventurer Feat

This affinity now deals damage equal to your level on a miss.

# Champion Feat

The damage dice for this affinity increase by one size (for example, from 3d6 to 3d8).

# Epic Feat

This affinity now deals half damage on a miss.


# The Final Surge (3rd level+)

Ranged Affinity

Full Recovery

Effect: You and each of your nearby allies each heal hit points equal to 1d6 x the number of recoveries that character has expended this full recovery. (And no, free recoveries don’t count; this affinity only counts the resources you’ve expended.)

Higher Level Effect
5th 1d10 x the number of recoveries.
7th 2d6 x the number of recoveries.
9th 2d10 x the number of recoveries.

# Twisted

# Tortured Scream (1st level+)

Ranged Affinity

At-Will

Target: One nearby enemy

Special: When you cast the affinity, you or a willing nearby ally of your choice loses 1d6 hit points.

Attack: Charisma + Level vs. MD

Hit: 3d6 + Charisma psychic damage.

Miss: Damage equal to your level.

Higher Level Effect
3rd 6d6 damage, you or ally loses 2d6 hit points.
5th 6d10 damage, you or ally loses 4d6 hit points.
7th 10d10 damage, you or ally loses 6d6 hit points.
9th 2d8 x 10 damage, you or ally loses 8d6 hit points.
# Adventurer Feat

The affinity now deals half damage on a miss.

# Champion Feat

You or an ally now lose one less die of hit points (for example, 3d6 instead of 4d6).

# Epic Feat

The first time each battle you miss with this affinity, if the escalation die is 3+, you can reroll the attack by having you or your ally lose the same amount of hit points again.


# Trace of Corruption (1st level+)

Ranged Affinity

Full Recovery

Target: You or one nearby ally; the target must have a positive or conflicted relationship with a villain.

Effect: The target rolls a save against each save ends effect affecting it. Then the target can heal using a recovery from a nearby ally (target’s choice, even if that ally isn’t willing).


# Evil Touch (1st level+)

Close-quarters Affinity

At-Will

Target: One enemy engaged with you

Attack: Charisma + Level vs. PD

Hit: 1d10 + Charisma necrotic damage.

Natural Even Hit: As a hit, plus you gain 5 temporary hit points if the target drops to 0 hp during the battle.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d10 damage, 8 temporary hit points.
5th 5d10 damage, 10 temporary hit points.
7th 7d10 damage, 15 temporary hit points.
9th 9d10 damage, 25 temporary hit points.
# Adventurer Feat

This affinity now deals half damage on a miss.

# Champion Feat

When the target drops to 0 hp, instead of gaining temporary hit points, you can choose to deal that amount of necrotic damage to one nearby enemy as a free action.

# Epic Feat

This affinity can now target a nearby enemy.


# Unsummoning (7th level+)

Ranged Affinity

Full Recovery

Target: One nearby non-undead enemy that the GM hasn’t given a proper name, or that doesn’t play a key role in the current storyline

Attack: Charisma + Level vs. MD

Hit: The target is sent elsewhere, possibly to a location that’s close enough for the PCs to have to deal with it in a subsequent battle. It might also go somewhere “interesting.”

Replace the target with the GM’s choice of an undamaged and hostile undead creature that is one level lower than the original target. If the target was a large or double-strength creature, the replacement must be large or double-strength, or perhaps two normal undead instead of one show up. Ditto for huge/triple-strength targets. Therefore you’re only slightly reducing the raw power of the opposition; the advantage of using the affinity is that you’re getting rid of an enemy you match up badly against and dropping the level of the opposition by one. The disadvantage, of course, is that you’ll probably have to face that enemy again.

Miss: 7d10 + Charisma psychic damage.

Higher Level Effect
9th 8d10 + Charisma psychic damage on a miss.
# Champion Feat

This affinity can now also target an entire mob of mooks. If the attack hits, replace them with a mob of undead mooks that is one level lower.

# Epic Feat

You don’t expend the affinity when you miss with it.


# Holy Spark (1st level+)

Ranged Affinity

At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma radiant damage, and one nearby ally gains 3 temporary hit points.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d8 damage, 5 temporary hit points.
5th 5d8 damage, 8 temporary hit points.
7th 7d8 damage, 10 temporary hit points.
9th 9d8 damage, 15 temporary hit points.
# Adventurer Feat

When you miss with the affinity, one of your nearby allies now gains the temporary hit points.

# Champion Feat

This affinity now deals half damage on a miss.

# Epic Feat

You can now target a far away enemy with this affinity. In addition, the affinity’s damage dice increase by one size from d8s to d10s.


# Temple Bells (1st level+)

Ranged Affinity

Full Recovery

Targets: You and each nearby ally that has 10 hp or fewer

Effect: The target can heal using a recovery.

Higher Level Effect
3rd Target with 20 hp or fewer.
5th Target with 40 hp or fewer.
7th Target with 60 hp or fewer.
9th Target with 100 hp or fewer.
# Adventurer Feat

One target that heals can also roll a save against a save ends effect.

# Champion Feat

The recovery is now free.

# Epic Feat

Add 50 hp to the hit point threshold for targets that can be affected.


# Shadow Dance (1st level+)

Ranged Affinity

At-Will

Targets: Two nearby creatures, enemies or allies (including you)

Effect: The targets teleport and swap places. Each teleported enemy takes 1d6 damage. You and your allies don’t take damage from teleporting.

Higher Level Effect
3rd 2d6 damage.
5th 2d10 damage.
7th 3d12 damage.
9th 4d12 damage.
# Adventurer Feat

Once per full recovery, one or more targets of the affinity can be far away.

# Champion Feat

The damage increases by one die (for example, 2d10 becomes 3d10).

# Epic Feat

The affinity can now target up to three nearby creatures.


# Step into Shadow (3rd level+)

Close-quarters Affinity

Once per battle

Effect: Remove yourself from the battle (you can’t be targeted by attacks or effects while in the shadows). At the start of your next turn, return to the battle nearby your previous location and roll a d6 to determine a random benefit you gain from coming out of the shadows.

1–4: You can heal using a recovery.

5+: You deal double damage to the first target you hit with a psion affinity this turn.

# Champion Feat

You can choose to add +1 to the d6 roll after seeing it.

# Epic Feat

If you roll 6+, you gain both effects.


# Twisted beam (1st level+)

Ranged Affinity

At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Natural Even Hit: 1d6 + Charisma fire damage.

Natural Odd Hit: Lightning damage equal to half the damage from a natural even hit, and you can roll another twisted beam attack against an enemy you haven’t targeted with it this turn.

Natural Even Miss: 3 ongoing acid damage.

Higher Level Effect
3rd 3d6 damage, 6 ongoing damage.
5th 5d6 damage, 9 ongoing damage.
7th 7d8 damage, 12 ongoing damage.
9th 9d8 damage, 18 ongoing damage.
# Adventurer Feat

This affinity can now target far away enemies.

# Champion Feat

A natural odd miss now deals half natural even hit damage.

# Epic Feat

The first save against the ongoing damage from a natural even miss is a hard save (16+). The second and subsequent saves are normal.


# Ancient Scales (3rd level+)

Ranged Affinity

Full Recovery

Effect: Until the end of the battle, you have flight while the escalation die is even. While the escalation die is odd, you can cast twisted beam once during your turn as a quick action.


# Mind Control (7th level+)

Ranged Affinity

Full Recovery

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target is dominated by you until the end of the battle. If the target is already dominated, it is instead confused until the end of the battle.

Miss: The target is confused until the end of the battle.