Whenever PCs are exposed to radiation and fail a saving throw they gain a mutation. I use the giant tables in Metamorphica for this. The vast, vast majority of time the mutations are minor – for example “you can detect earthquakes before they happen” or “you compulsively count things”. However, one of my characters got “Telekinesis equal to 3x human STR and the characters DEX and has line of sight” – a very powerful mutation. I decided to turn it into a bit of powerful feat and/or subclass for her so she can self-train (I also gave the option of finding some gith or other psionic race to train). Here is that “uber feat”.
Discipline of Psychokinesis
Psychokinesis is the ability to move and manipulate matter with thought. At its most basic level, psychokinesis can be used as a substitute for physical actions without sapping any points. Giselle’s telekinetic power baseline is:
- Range: Sight (must see a target to use telekinetic powers).
- Strength: Your telekinesis has the equivalent of 30 STR (+10). This is used for melee to-hit and damage rolls when wielding weapons telekinetically and for opposed rolls.
- Carrying Capacity. Your carrying capacity is 450 lbs. while using TK.
- Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to 900 lbs. While pushing or dragging weight over your carrying capacity using TK, you lose your bonus action, and your speed drops to 5 feet.
- Dexterity: Your telekinesis is as dexterous as you are. This allows you to use any tools or relevant skills as if you were making the check yourself.
- Power Points (PP): You have as many power points as your INT score, plus 1/2 your WIS score and 1/2 your CHA score. You must have at least 1 power point to be able to use your telekinetic power at all.
- Power Score: This is the DC to resist your manifested powers. The DC of each effect is 8 + proficiency bonus + STR or DEX, whichever makes sense.
- Power Check: This is the bonus you have when rolling a 1d20 to see if you hit a target with your telekinesis. The to-hit number of manifested powers is STR or DEX + Your proficiency bonus.
- Level Limit: Some powers are limited by your character level. This reflects you getting better with telekinesis. Over time you go from doing simple things like moving objects to more advanced techniques of disrupting and manipulating objects and creatures at the atomic level.
- Duration: Maintaining an effect also drains 1 power point per the duration of the relevant spell. For example, fly lasts 10 minutes; you can extend the spell duration by spending 1 power point.
- Overcharge: You can also overcharge an ability by expanding 1 power point per increased spell level. For example, fly can be cast at a higher level; if you want to manifest fly as a 4th level spell to target an additional ally you expend an additional power point.
To manifest the following list of powers requires you to use power points. You regain lost power points every long rest. Unless otherwise specified, these act identically to the spell of the same name. The number in brackets is the number of power points required to manifest this power.
|Use one of the options of the telekinesis spell. This forms a part of your basic TK ability and covers cases not outlined by your basic ability.
|As the magic missile spell. Alternatively, you can use debris to create a barrage of objects, but the damage type becomes slashing/piercing.
|levitate through the power of your mind. At level 4 you gain an alternate locatiomtion mode – you can move your speed horizontally with this ability but must stay within 5 feet of the ground.
|You can painfully squeeze a creature. Make a to-hit roll; if successful, the creature you target takes 5d10 bludgeoning damage and is restrained. You can increase the damage by 1d10 for every 2 additional points you spend.
|Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smoulders, skin blisters, water boils, etc. At the most basic level, it works as the heat metal spell.
|You quickly move a creature 15 feet in any direction to slam them into a surface or other creature. Make a to-hit roll. If successful, the target of your attack takes 6d10 bludgeoning damage as they hit a solid surface. If you hit another creature instead, make a to-hit roll against that creature. On success, both creatures take 3d10 bludgeoning damage. The initial target must move at least 15 feet to be damaged. You can increase the damage by 1d10 for every 2 additional points you spend.
|You use your mind’s brute force capability to take control of another person’s body. In effect, the victim becomes a marionette. He knows that someone else is pulling his strings, though, and he‘s probably mad as all get-out (as the dominate monster spell).
|You create a barrier of “elastic” air around you, protecting you from attack. The barrier provides temporary HPs equal to your level (minimum 10). Empowering the barrier increases the temporary HPs by a 5 to 1 ratio of HP to power points spent. You spend an additional 10 points to turn the barrier into a 10 foot sphere centered on you protecting your allies as well as yourself.
|Gain a fly speed (as the spell) through sheer willpower.
|Create a psychically empowered explosion of shrapnel. Each creature in a 20-foot-radius sphere centered on a point you can see within 120 feet must make a Dexterity saving throw. A target takes 5d10 piercing/slashing damage on a failed save, or half as much damage on a successful one. There must be enough debris, corpses or other loose objects to fill a 20-foot sphere. You can increase the damage by 1d10 for each 1 additional point you spend.
|You manipulate the target creature or object at the molecular level, undoing atomic bonds and causing great pain or damage (as the disintegrate spell. You can increase the damage by 1 die for every 3 additional points you spend.