Power Index
Reusable Powers
Powers are first-class codex pages. They belong to an aspect, but can also be linked from characters, items, curses, bargains, locations, and story rewards.
Power Library
3906
Indexed powers
93
Linked aspects
3906
Sheet-ready
3552
VTT hooks
Acid Spit
Spit a sharp thread of acid at one creature or object within range. Make a ranged power attack. On a hit, the target takes acid damage and fragile unattended material may be pitted or scarred.
Corrosive Touch
Secrete acid across your hand, weapon, or natural strike. The next melee hit you make before the end of your turn deals extra acid damage; unattended objects may be etched or weakened.
Hand of the Gale
Whip up a focused wind at one creature within range. Make a ranged power attack. On a hit, the target takes bludgeoning damage and may be pushed 5 ft. if Medium or smaller.
Wind Step
A sudden current carries your feet. Your speed increases by 10 ft. until the end of your turn, and you ignore minor wind resistance while moving.
Field Draught
Prepare and administer a tiny restorative draught to yourself or one creature you touch. The target gains temporary hit points equal to 1d4 + your INT modifier. A creature can benefit from only one Field Draught at a time.
Quick Reagent
Mix a simple reagent from your kit. Choose one creature, object, or surface you touch. You may clean corrosion, neutralize a harmless substance, identify a mundane liquid or powder, create a spark, chill a cup, sour food, thicken a fluid, or deal 1d6 acid, fire, cold, or poison damage with a melee power attack.
Animal Enhancement
Choose one enhancement when you learn this power: Manta Glide, Nimble Climber, or Underwater Adaptation. You may learn this power more than once, choosing a different enhancement each time.
Primal Savagery
Sharpen teeth, claws, or nails for a savage strike. Make a melee power attack against one creature within 5 ft. On a hit, the target takes acid, piercing, or slashing damage.
Animate Weapon
Animate one Tiny object, trinket, or simple weapon you are holding or carrying. For the duration, it becomes an animated weapon that hovers in your space. When you take the Attack action or use a power that allows an animated weapon attack, you may make a melee power attack with it against one creature within 5 ft. of you. On a hit, it deals 4 (1d8) bludgeoning, piercing, or slashing damage, depending on the object. You can have only one animated weapon at a time.
Scrap Ward
Animate nearby scraps, clothing, gear, or held objects into a brief defensive barrier. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Arcane Toolkit
You maintain a specialized arcane toolkit. You may use Investigation instead of Arcana for checks to inspect, repair, disable, or reverse-engineer magical devices, traps, constructs, and enchanted objects.
Quick Device
Assemble or adjust a simple device from your kit. Choose light, spark, latch, wedge, pulley, alarm clicker, seal, harmless smoke puff, or a small moving part. It lasts until used, broken, or dismissed.
Phantom Tug
Your astral self tugs at the spirit of one creature you can see within range. The target must make a WIS save. On a failed save, it takes 3 (1d4) psychic damage and cannot take Reactions until the start of its next turn. On a successful save, it takes no damage and suffers no other effect.
Slight Projection
Project your sight or hearing to an unoccupied point you can see within range until the start of your next turn. While projecting sight, you are blinded to your own body’s surroundings. While projecting hearing, you are deafened to your own body’s surroundings. The projection cannot pass through total cover and cannot interact with objects or creatures.
Malefic Star
Focus hostile star-magic through your astrolabe or star chart at one creature within range. Make a ranged power attack. On a hit, the target takes 1d6 radiant, force, or psychic damage, chosen when you make the attack.
Read the Stars
Consult your chart, deck, or astrolabe. Choose one creature, object, location, or course of action you can perceive. The GM gives one brief sign: favorable, unfavorable, mixed, or unclear. The sign reflects the present trajectory, not a guaranteed future.
Battle Chant
Begin a simple battle chant. Choose one creature other than yourself in the emanation that can hear you. Until the start of your next turn, the target gains a +1 bonus to the next attack roll, saving throw, or ability check it makes.
Vicious Mockery
Unleash a barbed phrase, cutting lyric, or humiliating note at one creature you can see within range. The target must make a WIS save. On a failed save, it takes 4 (1d6) psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.
Guarded Step
Move up to 10 ft. without provoking opportunity attacks from one creature you can see. Until the start of your next turn, the first attack roll that creature makes against you has disadvantage.
Precise Strike
Make one weapon attack. On a hit, the attack deals its normal damage, and you may reroll one damage die from the attack. You must use the new result.
Beast Call
Choose one friendly Beast or companion you can see within range that can hear or perceive you. The target may move up to 10 ft. without provoking opportunity attacks, or take the Help action to assist one creature within 5 ft. of it.
Speak with Beasts
You can communicate simple ideas with Beasts through sound, gesture, posture, and instinct. Beasts are not automatically friendly, but you have advantage on Animal Handling checks made to calm, understand, train, or influence them for the duration.
Bone Needle
Shape a sliver of bone into a needle and launch it at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d6) piercing damage. If the target is missing hit points, the attack deals additional piercing damage equal to your proficiency bonus.
Bone Spur
Cause a small bone spur to jut from a surface, corpse, bone object, or skeletal material within range. The spur occupies a 5-ft. square until the start of your next turn. The area is difficult terrain, and the first creature that enters the space or starts its turn there takes piercing damage equal to your WIS modifier.
Druidcraft
Whisper to nearby plants and nature. Choose one: cause a Tiny plant to bloom, open, wilt, or grow slightly; predict the weather for the next 24 hours in your immediate area; create a harmless sensory effect such as falling petals, drifting leaves, or floral scent; or make a seedling, flower, or vine sprout in soil.
Thorn Whip
Create a vine-like whip covered in thorns and lash it at one creature within range. Make a melee power attack. On a hit, the target takes 4 (1d6) piercing damage, and if it is Large or smaller, you may pull it up to 10 ft. toward you.
Clinch
Choose one creature within reach that is no more than one size larger than you. Make a grapple attempt using Athletics. If you succeed, the target is grappled by you. If the target is already grappled by you, you may instead move it 5 ft. with you without reducing your speed.
Heavy Fist
Make one unarmed strike against a creature within reach. On a hit, the target takes 4 (1d6 + your STR modifier) bludgeoning damage. If you are not holding a weapon or shield, you may shove the target 5 ft. on a hit if it is no more than one size larger than you.
Focused Exhale
Exhale a focused blast at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d6) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power. If the target is within 10 ft. of you, you may push it 5 ft. on a hit.
Spark Breath
Exhale a small burst of elemental force. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Creatures in the cone must make a DEX save, taking 4 (1d6) damage of the chosen type on a failed save, or half as much on a success.
Minor Glitch
Create a harmless chaotic glitch within range: a color shift, tiny sound, brief distortion, reversed word, harmless spark, or impossible coincidence. The effect cannot deal damage or force a save, but may distract, entertain, mark, or briefly reveal magical instability.
Unstable Spark
Hurl a flicker of unstable energy at one creature. Make a ranged power attack. On a hit, the target takes 4 (1d6) variable damage. Roll 1d8 to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder.
Aging Touch
Make a melee power attack against one creature or unattended object. On a hit, the target takes 4 (1d6) necrotic damage. If the target is an object, the damage is doubled.
Momentary Speed
Until the start of your next turn, your speed increases by 10 ft., and you have advantage on the next DEX saving throw you make.
Marked Opening
Point at a target within range and glimpse a weakness in its defenses. On your next turn, you gain advantage on your first attack roll against that target, provided this effect has not ended. If the attack hits, it deals additional damage equal to your proficiency bonus.
Omen
Read a small sign in the immediate moment. Ask the GM whether one simple action you are about to take appears favorable, dangerous, unclear, or mixed. The answer reflects the current situation and does not account for choices made afterward.
Companionship
Bond with one willing beast, familiar, mount, or companion creature you touch. You can have one bonded companion at a time. The bond ends if you dismiss it, bond a different companion, or the companion dies.
Guiding Command
Choose your bonded companion within range. It may move up to half its speed or take the Help action. This movement does not provoke opportunity attacks from one creature of your choice.
Corpse Touch
Your hand grows cold and corpse-still. Make a melee power attack. On a hit, the target takes necrotic or cold damage, and you may suppress your pulse, breath, and body heat until the start of your next turn.
Deathly Stillness
Become unnaturally still. You can hold your breath without effort, slow your heartbeat, appear dead to casual inspection, and add 1d4 to Stealth or Deception checks to pass as a corpse, sleeper, or unmoving body.
Frostbite
One creature you can see within range must make a CON save, taking 4 (1d6) cold damage on a failed save. On a failed save, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Ray of Frost
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) cold damage, and its speed is reduced by 10 ft. until the start of your next turn.
Centered Breath
Until the start of your next turn, add your WIS modifier to the next CON or WIS saving throw you make.
Disciplined Strike
Make one weapon attack or unarmed strike. On a hit, the attack deals additional damage equal to your proficiency bonus.
Lightning Lure
Choose one creature you can see within range. The target must make a STR save or be pulled up to 10 ft. toward you. If it ends within 5 ft. of you, it takes 4 (1d8) lightning damage.
Shocking Grasp
Make a melee power attack against one creature. On a hit, the target takes 4 (1d8) lightning damage and cannot take reactions until the start of your next turn.
Elemental Spark
Make a ranged power attack against one creature. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, or thunder damage, chosen when you use this power.
Elementalism
Create a harmless elemental effect within range: stir air, chill or warm an object, ignite or snuff a tiny flame, shape loose earth, move up to 1 gallon of water, or change a small sensory trace of one element into another.
Energy Bolt
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) force damage.
Energy Spark
Create a harmless pulse of visible energy within range. It can shed dim light in a 5-ft. radius, mark a surface until the end of your next turn, make a soft sound, or push a Tiny unattended object up to 5 ft.
Booming Blade
Make one melee weapon attack. On a hit, the target takes normal weapon damage and is sheathed in unstable energy until the start of your next turn. If it willingly moves before then, it takes 4 (1d8) thunder damage.
Charge Object
Touch one Tiny unattended object. For the duration, it sheds dim light in a 5-ft. radius, hums faintly, and the first creature that touches it takes force damage equal to your INT modifier. The charge then ends.
Guidance
Touch one willing creature. Once before the effect ends, the target can roll 1d4 and add it to one ability check of its choice.
Word of Radiance
Radiance erupts from you. Creatures of your choice in the emanation must make a CON save, taking 4 (1d6) radiant damage on a failed save.
Feather Step
When you fall, reduce falling damage by 1d6 + your DEX modifier and land on your feet if you take no damage from the fall.
Wingbeat Leap
Your jump distance increases by 10 ft. until the end of your turn. If you jump during this movement, you may glide 10 ft. horizontally before landing.
Blade Ward
Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
Force Flicker
When you are hit by an attack, reduce the damage by your INT modifier.
Force Dart
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) force damage.
Sword Burst
Create a momentary circle of spectral blades. Creatures of your choice in the emanation must make a DEX save, taking 4 (1d6) force damage on a failed save.
Borrowed Gesture
Create a harmless duplicate of your hand, face, or voice within range. It can manipulate no objects, but can point, mouth words, distract, or mimic one brief gesture or sound you make.
Flicker Double
Create a brief duplicate that overlaps your body. Until the start of your next turn, the first attack roll against you has disadvantage.
Mold Earth
Choose dirt, sand, clay, or stone within a 5-ft. cube in range. You may move loose earth up to 5 ft., mark stone or soil with shapes or words, or make the ground difficult terrain or normal terrain for 1 hour. You can maintain two non-instant effects at once.
Stone Chip
Launch a shard of stone at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d8) bludgeoning damage.
Cold Touch
Your hand becomes corpse-cold and half-transparent. Make a melee power attack. On a hit, the target takes cold or necrotic damage, and unattended objects you touch briefly frost, rattle, or dim.
Flicker Out
Your outline fades like a dying memory. Until the start of your next turn, add 1d4 to Stealth checks, and opportunity attacks against you have disadvantage if you are in dim light, darkness, fog, ruins, graveyards, or haunted spaces.
Soothing Touch
Touch one willing creature. The target regains 1d4 hit points. A creature can benefit from this power once per short rest.
Spare the Dying
Touch one living creature at 0 hit points. The target becomes stable. This power has no effect on Constructs or Undead.
Eldritch Blast
Make a ranged power attack against one creature within range. On a hit, the target takes 6 (1d10) force damage.
Ill Omen
Choose one creature you can see within range. The next ability check the target makes before the start of your next turn subtracts 1d4.
Shape Water
Choose water within a 5-ft. cube in range. You may move it up to 5 ft., shape it into simple forms, change its color or opacity, freeze it if no creature is in it, or animate it harmlessly. You can maintain two non-instant effects at once.
Water Whip
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) bludgeoning damage from a lash of water.
Minor Illusion
Create one illusory sound or one image of an object within range. The image fits in a 5-ft. cube and has no physical substance. A creature that uses the Study action and succeeds on an INT check against your power save DC recognizes it as an illusion.
Mysterious Presence
Touch one willing creature and blur its social impression. Until the effect ends, other creatures subtract 1d4 from WIS (Insight) or WIS (Perception) checks made to read, track, or identify the target.
Read the Room
Study a social scene. Learn one useful pressure point: who leads, who fears whom, who wants to leave, who is lying badly, who is eager to impress, or what topic would shift the room.
Social Leverage
You understand reputation, etiquette, favors, fear, law, wealth, obligation, and public pressure. Influence powers are not telepathy and do not read thoughts; they work through social force and visible consequences.
Flowing Step
Move up to 10 ft. without provoking opportunity attacks. This movement may pass across narrow ledges, loose surfaces, water, or unstable ground if you end on a surface that can hold you.
Ki Discipline
You awaken internal energy through breath, balance, and focused motion. You may use WIS instead of STR for unarmed strike damage and instead of STR for Athletics checks made to jump, climb, balance, or resist forced movement.
Impact Sponge
When you take bludgeoning damage or fall damage, reduce the damage by 1d6 + your STR modifier.
Stored Momentum
Store a small amount of motion in your body. The next melee attack, shove, jump, or STR check you make before the start of your next turn gains a bonus equal to 1d4.
Commanding Word
Speak one simple command to a creature you can see within range. The target must make a WIS save or subtract 1d4 from the next attack roll or ability check it makes before the start of your next turn if it disobeys the command.
Seal Minor Breach
Touch a door, container, knot, latch, scroll, or simple mechanism. It becomes marked by a minor legal seal. A creature opening, altering, or moving it without your permission leaves visible glowing evidence for the duration.
Bone Script
Trace a glyph across bone, parchment, stone, or dead flesh. The mark can store a brief message, glow coldly, or add 1d4 to an Arcana, History, or Religion check about death magic, undead, vessels, or forbidden rituals.
Soul Spark
Release a pale mote of preserved soul-fire at one creature. Make a ranged power attack. On a hit, the target takes necrotic or cold damage, and you learn whether it is living, undead, construct, or spirit-touched.
Magnetic Hand
Manipulate one unattended metal object within range weighing no more than 10 pounds. As an action while the effect lasts, move it up to 30 ft., manipulate a simple metal object, open an unlocked metal door or container, retrieve or stow a metal item, or pour from a metal vial. It cannot attack or activate magic items.
Magnetic Tug
Choose one valid Magnetic Control target within range. The target must make a STR save or be pulled up to 10 ft. in a straight line toward you. If it ends this movement within 5 ft. of you, it takes 4 (1d6) lightning damage.
Quick Shot
Make one ranged weapon attack. On a hit, add your WIS modifier to the damage roll if the target is within the weapon’s normal range.
Steady Aim
Until the start of your next turn, the next ranged weapon attack you make ignores half cover and gains a bonus to the attack roll equal to 1d4.
Don Mask
Touch a mask you created and place it on a willing creature. The mask occupies the creature’s face slot and grants its stored power while worn. Removing a mask requires an action by the wearer or by a creature within reach. If a mask is destroyed, its stored power ends immediately.
Maskwright's Thread
Choose three other aspects when you gain this power. These are your Mask Sources. You can craft simple masks based on those aspects. A mask can hold one Tier 0 power from one Mask Source that does not require a special body form, permanent companion, pact, deity, or unique story permission. A creature wearing one of your masks can use the stored power using your Maskweaving save DC and WIS modifier unless the GM rules the source aspect uses another modifier. You can have one active mask at a time.
Bite Sample
Make a melee power attack with your bite or jaws against one creature or object within reach. On a hit, the target takes 4 (1d8) piercing damage. If the target is an unattended object, you may consume a small sample of it.
Iron Stomach
You can safely chew and digest mundane raw food, spoiled food, leather, wood, soft stone, bone, and common metals in small amounts. You have advantage on CON saves against ingested poison and disease from food or drink.
Guidance
Touch one willing creature and choose one skill. Until the effect ends, the target adds 1d4 to the next ability check it makes using that skill.
Helpful Correction
When a willing creature you can see within range makes an ability check using a skill, add 1d4 to the roll after it is rolled but before the outcome is known.
Power Echo
When a creature you can see within range uses a Tier 0 power, you may echo its pattern. Before the start of your next turn, you may use that same Tier 0 power once, using your INT modifier and power save DC. The echoed power cannot require a unique body, deity, pact, companion, or story resource.
Power Sense
For the duration, you sense active powers, magical effects, supernatural auras, and recently used power traces in the emanation. You know the aspect or general source of each effect, but not its exact mechanics.
Echo Voice
Mimic the voice, accent, cadence, and common verbal habits of one creature you have heard speak for at least 1 minute. A listener with strong familiarity may make a WIS (Insight) check against your power save DC to notice something is wrong.
Observe Pattern
Study one creature you can see or hear within range. Until the start of your next turn, you have advantage on checks made to read its mood, speech rhythm, movements, fighting style, or immediate intent.
Soft Body
When you take bludgeoning damage, fall damage, or are squeezed, compressed, shoved, or knocked prone, soften your body. Reduce the damage by 1d6 + your STR modifier, or gain advantage on the save or check against the movement or compression.
Stretch Limb
Stretch one arm, leg, tendril, neck, or other flexible limb to interact with a creature or object within range. You may make an unarmed strike, shove, grapple attempt, open a door, grab an unattended object, or perform a simple manipulation at that distance.
Dust Touch
Your wrapped hand carries tomb-dust and sacred rot. Make a melee power attack. On a hit, the target takes necrotic or poison damage, and small unattended objects you touch become dry, brittle, or dust-stained.
Tomb Sense
Your senses attune to burial spaces. For the duration, add 1d4 to History, Religion, Investigation, or Survival checks involving tombs, ruins, graves, burial rites, old curses, sealed rooms, or desecration.
Dead Leaf Sign
Mark one plant, wooden object, corpse-flora growth, or 5-ft. patch of vegetation within range with gray necrotic spores. You know the direction to the marked target while within 1 mile, and natural plants within 5 ft. of it wilt visibly.
Withering Touch
Touch one plant, wooden object, plant creature, or creature entangled by plants. A nonmagical unattended plant withers. A creature or object takes 4 (1d8) necrotic damage.
Chill Touch
Channel grave-cold at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) necrotic damage and cannot regain hit points until the end of your next turn. Undead hit by this power also have disadvantage on the next attack roll they make before then.
Deathwatch
For the duration, you sense corpses, dying creatures, undead, grave sites, and lingering death-echoes in the emanation that are not behind total cover. You know whether a body is living, dying, dead, undead, or soulless.
Bad Dream Omen
Choose one sleeping, frightened, or unsettled creature within range. You sense the emotional shape of its dreams or fears, learning whether it is afraid, angry, grieving, guilty, hungry, or calm. You do not learn specific thoughts unless another power allows it.
Drowsy Whisper
Whisper a sleep-heavy phrase at one creature within range. The target must make a WIS save or take 4 (1d8) psychic damage and subtract 1d4 from the next Perception, Insight, or initiative roll it makes before the end of its next turn.
Lay on Hands
Touch one creature and restore hit points equal to 1d6 plus your CHA modifier. You may instead end one minor disease, poison, or mundane affliction if the GM agrees it is within your oath’s reach.
Sacred Vow
Choose the principle of your Oath: Devotion, Vengeance, Protection, Conquest, Mercy, Truth, Liberation, or another vow approved by the GM. Your Oath powers draw strength from acting in accordance with that vow.
Eldritch Blast
Hurl a beam of crackling pact-force at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) force damage. The beam bears the visual mark of your patron.
Pact Mark
Touch yourself, a willing creature, object, contract, coin, weapon, or doorway and mark it with a faint demonic sigil. You know the direction to the mark while it is within 1 mile, and creatures inspecting it can tell it is tied to an infernal or abyssal bargain.
Ghost Touch
Reach slightly through matter or armor. Make a melee power attack against one creature or object within reach. On a hit, the target takes 4 (1d8) force damage, ignoring nonmagical cover from a thin barrier no more than 1 inch thick.
Phase Flicker
Briefly slip out of phase when you are hit by an attack or would take damage from a solid object. Reduce the damage by 1d6 + your INT modifier. This cannot reduce psychic damage or effects that already target phased or ethereal creatures.
Light
Touch one Large or smaller object that is not being worn or carried by an unwilling creature. Until the effect ends, the object sheds bright light in a 20-ft. radius and dim light for another 20 ft. The light can be any color you choose. Covering the object with something opaque blocks the light.
Starry Wisp
Launch a mote of light at one creature or object within range. Make a ranged power attack. On a hit, the target takes 4 (1d8) radiant damage, emits dim light in a 10-ft. radius until the end of your next turn, and cannot benefit from the invisible condition during that time.
Druidcraft
Create a minor living-nature effect within range: coax a flower to bloom, make leaves rustle, predict local weather for the next day, cause a seed to sprout, flavor food with herbs, or create a harmless plant-based sensory sign.
Thorn Whip
Create a vine-like whip covered in thorns that lashes one creature within range. Make a melee power attack. On a hit, the target takes 4 (1d8) piercing damage, and if it is Large or smaller, you may pull it up to 10 ft. closer to you.
Poison Needle
Launch a small toxic barb, spit, or stinger at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) poison damage.
Taste Toxin
Touch one substance, creature, wound, food, drink, weapon, or surface. You learn whether it is poisonous, venomous, toxic, contaminated, or safe to ingest, and whether the toxin is natural, magical, alchemical, or biological.
Lucky Nudge
When a creature you can see within range makes an attack roll, ability check, or saving throw, bend a tiny thread of chance. Roll 1d4 and choose whether to add or subtract it from the roll before the outcome is known.
Unlikely Strike
Collapse a small bad-luck event onto one creature within range. The target must make a CHA save, taking 4 (1d8) force damage on a failed save. If it rolls a natural 1 on the save, it also falls prone or drops one held object.
Control Flames
Choose nonmagical flame within range that fits in a 5-ft. cube. You may expand it 5 ft. into fuel, extinguish it, double or halve its light, change its color, or shape harmless animated images in it. You can maintain up to three non-instant effects.
Fire Bolt
Hurl a mote of fire at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) fire damage. A flammable unattended object hit by this power ignites.
Angry Shove
Make a melee power attack or Athletics contest against one creature within reach. On a hit or success, the target takes 4 (1d8) bludgeoning damage and is pushed 5 ft. or knocked prone, your choice.
Furious Spark
Let rage flash through your body. Until the start of your next turn, add your STR modifier to one melee damage roll, STR check, or Intimidation check you make.
Tiny Impossibility
Create one harmless minor contradiction within range: a coin lands on its edge, a candle burns blue without heat, a cup holds too much water, chalk writes in the air, or a small object briefly casts the wrong shadow. The effect cannot directly damage, restrain, or duplicate another power.
Wrong Angle
When a creature you can see within range makes an attack roll, briefly bend the angle of reality around the strike. Add or subtract 1d4 from the roll before the outcome is known.
Cantrip Spark
Cast a simple offensive cantrip as a flicker of red magic. Make a ranged power attack against one target within range. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, poison, radiant, or thunder damage, chosen when you use the power.
Prestidigitation
Perform a harmless minor magical trick: clean or soil an object, chill, warm, or flavor nonliving material, light or snuff a candle, create a small sensory effect, mark a surface, or create a Tiny nonmagical trinket or illusion that lasts until the effect ends.
Close Cut
Force a small wound closed. Regain hit points equal to 1d6 + your WIS modifier. This cannot restore hit points above half your maximum hit points.
Pain Check
When you take damage, brace your body and begin repair. Reduce the damage by 1d6 + your WIS modifier. If this reduces the damage to 0, you may also end one bleeding effect of Tier 0 or lower on yourself.
Brace
When you take damage, brace your body against the hit. Reduce the damage by 1d6 + your STR modifier.
Stone Stance
Root your weight and harden your posture. Until the start of your next turn, you have advantage on STR saves and checks made to resist being pushed, pulled, knocked prone, grappled, or shoved.
Blood Bolt
Hurl a twisting bolt of blood at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) necrotic damage. If the target is bleeding, bloodied, or below half its maximum hit points, you gain temporary hit points equal to your WIS modifier.
Blood Reader
Touch fresh blood, a wound, a bloodstain, or a creature with blood. You learn whether the blood is fresh or old, living or dead, diseased or clean, mortal or supernatural, and whether it belongs to the creature you are touching.
Borrowed Mannerism
Shift posture, gait, facial tension, hand movements, accent placement, or breathing rhythm. Add 1d4 to one Deception, Performance, Persuasion, or Stealth check made to support a humanoid persona.
Mutable Face
Alter minor humanoid features such as hair, eyes, skin tone, scars, voice pitch, apparent age, or height by a few inches. This does not copy a specific person perfectly, change clothing, or alter size category.
Cheap Shot
Trickster. Make a melee power attack with a light weapon, dagger, improvised object, or unarmed trick. On a hit, the target takes 4 (1d8) piercing, slashing, or bludgeoning damage and cannot take reactions until the start of its next turn if you had advantage.
Nimble Fingers
Thief. Your hands move faster than attention. Add 1d4 to one Sleight of Hand, thieves' tools, forgery kit, or object interaction check before the start of your next turn.
Sonic Tap
Fire a tight pulse of sound at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) thunder damage, and fragile unattended objects may crack or ring loudly.
Thunderclap
Release a sharp burst of sound. Each creature of your choice in the emanation must make a CON save, taking 4 (1d8) thunder damage on a failed save. The sound can be heard up to 100 ft. away unless you choose to dampen it.
Innate Spark
Express a harmless flicker of born magic: floating sparks, minor telekinetic pressure, a brief scent, a colored flame, a whispered echo, a chill, or a tiny sensory sign of your bloodline. It cannot damage, restrain, or impersonate a specific spell above cantrip scale.
Sorcerous Burst
Cast raw innate magic at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 acid, cold, fire, lightning, poison, psychic, or thunder damage. If you roll the maximum on a damage die, roll one additional d8 and add it, up to extra dice equal to your CHA modifier.
Calling Mark
Place a faint summoning sigil on a willing creature, unattended object, or open space within range. Until the duration ends, your Summoning powers can use that mark as their point of origin if it is within range and on the same plane.
Summoner's Hand
Conjure a Tiny spectral hand, claw, paw, tendril, or servant within range. It can manipulate objects, open unlocked doors, carry up to 10 pounds, retrieve or stow items, and perform simple tasks. It cannot attack, activate complex magic, or take damage for you.
Cat Balance
When you would fall prone, slip, lose balance, or take falling damage, twist into control. Add 1d4 to the triggering DEX save or Acrobatics check, or reduce falling damage by 1d8 + your DEX modifier.
Quick Step
Move up to 10 ft. without provoking opportunity attacks. This movement can pass through a creature’s reach, across uneven ground, or around a small obstacle, but cannot pass through solid barriers.
Instant Recall
When you make an INT check to remember, identify, calculate, translate, or connect facts you have encountered before, add 1d4 to the roll. If the check concerns a creature, place, object, spell, or symbol you have studied, add your INT modifier instead.
Sharp Observation
Study one creature, object, mechanism, room, symbol, wound, or clue within range. Before the start of your next turn, add 1d4 to one Investigation, Arcana, History, Nature, Religion, Medicine, or Insight check involving the target.
Danger Prickle
When you roll initiative, make a DEX save against a visible hazard, or are targeted by a creature you can perceive, add 1d4 to the roll. This does not detect creatures behind total cover or outside your senses.
Keen Sense
Choose sight, hearing, smell, taste, or touch. For the duration, add 1d4 to Perception, Investigation, or Survival checks that rely primarily on that sense.
Heavy Blow
Strike with brute force. Make a melee power attack. On a hit, the target takes 1d10 bludgeoning damage, or weapon damage if higher. Unattended mundane objects take maximum damage from this power.
Power Grip
Your grip becomes crushingly strong. For the duration, add 1d4 to Athletics checks made to climb, hold, lift, carry, shove, grapple, or resist being disarmed.
Infestation
Call a tiny burst of insects, mites, gnats, spirit-bugs, or crawling vermin around one creature within range. The target must make a CON save, taking 1d6 poison or piercing damage on a failed save and moving 5 ft. in a direction you choose if it can move.
Swarm Whisper
Call, calm, or direct a handful of harmless local insects, spiders, rats, birds, fish, or other Tiny creatures within range. They can perform simple collective tasks such as gather, scatter, point toward food, form a symbol, or carry a Tiny object a short distance.
Machine Whisper
Touch a mundane machine, tool, lock, device, engine, construct shell, circuit, or mechanism. You learn its basic purpose, whether it is broken, powered, locked, trapped, jammed, or actively controlled, and the simplest visible way to operate it.
Mending
Repair a single break, tear, snapped wire, cracked gear, torn strap, split casing, or damaged object you touch if the damage is no larger than 1 foot in any dimension. This can physically repair a magic item or machine, but cannot restore lost magic, fuel, data, or charge.
Force Nudge
Push, pull, lift, tilt, or steady a creature or object within range. An unwilling creature must make a STR save or be moved 5 ft. horizontally, knocked off balance, or have disadvantage on its next object interaction before your next turn.
Mage Hand
Manifest a small telekinetic hand or force grip within range. You can manipulate unattended objects, open containers, pull levers, carry up to 10 lb., or make a ranged power attack against one creature for 1d6 force damage.
Blink Strike
You teleport up to 10 ft. to an unoccupied space you can see, then make one weapon attack against one creature within your reach. If you teleport before making the attack, the attack deals force damage instead of its normal damage type. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Jumper
After moving at least half your speed on your turn, you teleport up to the remainder of your speed to an unoccupied space you can see. This teleportation cannot move you farther than your remaining movement would allow. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Cursed Senses
Your curse sharpens your animal instincts. For the duration, add 1d4 to Perception or Survival checks relying on smell, hearing, tracks, fear, blood, or fresh wounds. You also know if a creature within 30 ft. is bleeding, poisoned, diseased, or frightened if you can smell or hear it.
Feral Claws
Briefly manifest claws, fangs, crushing paws, hooked talons, or ratlike teeth. Make a melee power attack. On a hit, the target takes 1d8 slashing, piercing, or bludgeoning damage. The appearance hints at your chosen therianthropic archetype.
Temper
Warm or cool one willing creature, held object, drink, meal, tool, weapon, garment, or small area you touch. The target remains comfortably warm or cool in ordinary weather and has advantage on the next save against mundane heat or cold before the duration ends.
Thermal Touch
Touch a creature or object and sharply raise or lower its surface temperature. Make a melee power attack. On a hit, the target takes 1d8 fire or cold damage. Unattended mundane objects may become hot, chilled, brittle, fogged, or thawed.
Needle Flick
Fling a sharpened thread, web barb, needle, hairpin, or cutting filament at one target within range. Make a ranged power attack. On a hit, the target takes 1d8 piercing or slashing damage, and you may pull a Tiny unattended object on it up to 5 ft.
Thread Touch
Create or manipulate a thin strand of webbing, sewing thread, hair, fiber, cord, or binding filament within range. You can pull a Tiny object, stitch a small tear, mark a creature with a visible thread, tie or untie a simple knot, or create a harmless line up to 30 ft. long.
Dissolution Touch
Destabilize the structure of one creature or object you touch. Make a melee power attack. On a hit, the target takes 1d8 force damage, and the next attack against it before the end of your next turn ignores half cover from mundane armor, shell, casing, or surface plating.
Transmute Trinket
Alter the color, texture, scent, polish, softness, stiffness, or minor shape of one Tiny nonmagical object you touch. The object must remain the same general material and cannot become valuable, functional beyond its original complexity, or a precise duplicate of a key or mechanism.
Shade Veil
Gather shadows into a 10-ft. emanation. Bright light becomes dim light, dim light becomes darkness, and chosen creatures in the area add 1d4 to Stealth checks until the start of your next turn. This cannot extinguish magical light above Tier 0.
Shadow Lash
Whip a ribbon of living shadow at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 necrotic or cold damage, and the next Stealth check made against it before your next turn gains a 1d4 bonus.
Crimson Bite
Make a bite or fanged strike against one creature. On a hit, the target takes piercing or necrotic damage. If the target is bleeding, charmed by you, grappled by you, or below half hit points, you gain temporary hit points equal to your CHA modifier.
Night Eyes
Your eyes adjust to darkness like a night predator. For the duration, you gain darkvision out to 60 ft., or increase existing darkvision by 30 ft., and add 1d4 to Perception or Stealth checks made in dim light or darkness.
Void Tendril
Manifest a thin void tendril from your hand, shadow, wound, or aura. It can hold or manipulate one Tiny object, open or close an unsecured door or container, pull a loose item, or make a melee power attack for 1d6 bludgeoning or force damage. It cannot perform delicate tool work.
Voidbolt
Fire a narrow bolt of null-force at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 force or necrotic damage, and the next damage roll it makes before your next turn subtracts 1d4 as the void drinks momentum from the strike.
Unstable Ground
Make a 5-ft. square of ground, dust, gravel, grease, loose stone, ash, or spilled liquid unstable. The area becomes difficult terrain. The first creature that enters or starts there must make a DEX save or fall prone, ending the instability.
Volatile Spark
Ignite a small unstable reaction in one creature, object, or surface within range. Make a ranged power attack. On a hit, the target takes 1d8 fire, acid, thunder, or force damage, and an unattended Tiny flammable or fragile object may pop, crack, smoke, or burst.
Trail Mark
Mark one creature, trail, footprint, scent, broken branch, blood sign, or passage you can perceive. You have advantage on checks to follow, identify, or predict the marked trail.
Warden’s Eye
You are trained to read tracks, terrain, spoor, weather, wounds, lairs, and ambush signs. You may use Perception instead of Survival to track creatures and identify natural or monster-made hazards.
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