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Psionic

Mastery of Water

Psionic Discipline · Wu Jen

UATHEMYSTICCLASS Page 19
Type Psionic Discipline
Mystic Order Wu Jen
Modes 6

Description

Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.

Psychic Focus

While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.

Psionic Modes

Desiccate

1–7 psi

As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking Necrotic damage per psi point spent on this ability, or half as much damage on a successful one.

Watery Grasp

2 psi

As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes Bludgeoning damage, is knocked , and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability's damage by per additional psi point spent on it.

Water Whip

3 psi

As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking Bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by per additional psi point spent on it.

Water Breathing

5 psi

As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.

Water Sphere

6 psi Concentration · 1 min

As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can't see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

Animate Water

7 psi Concentration · 1 hr

As an action, you cause a to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your 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.

Confirmation

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