Order of Substance

Studied in the ways of altering space and time, members of the Order of Substance can manipulate the very nature of the planes. They rip through the fabrics of reality opening holes into remote spaces or siphoning elements from the Astral Plane and fashioning those elements into constructs bound by psionic will.

Order of Substance Features
Savant LevelFeature
2ndPsychoportation, Temporal Awareness
6thRecompose Matter
10thSlipstream
18thSpatial Shift

Psychoportation

2nd-level Order of Substance feature

Savants of the Order of Substance are sometimes called telemancers.  They can bend reality through altering space and time.

You reflexively manipulate space and time. You don’t suffer disadvantage when making a ranged attack with a psionic power when you are within 5 feet of a hostile creature. Moreover, you can imprint one extra power which must be from the psychoportation discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.

Your Psi Blast feature gains the following benefits:

  • You can target a creature or object within 60 feet of you, but you make a ranged power attack instead of a melee power attack against a target outside your reach.
  • A ranged psi blast ignores cover.
  • You can choose to deal force damage instead of psychic damage.

Temporal Awareness

2nd-level Order of Substance feature

Due to manipulating the currents of time, you have precise knowledge of the passage of time. You always know what time it is and can recognize temporal anomalies without an action, making your Intelligence (Investigation) check with advantage when called for.

When you reach 6th level, you gain advantage on saving throws against stasis and slow effects.

Recompose Matter

6th-level Order of Substance feature

As an action, you can touch one nonmagical object of a size no larger than Medium, and transform it into a halo of energy that you can absorb into your essence. By taking another action, you can draw forth this energy and revert it back to its original form.

A magical object that is attuned to you can also be transformed. Only one object, which can be complex, can be transformed with your action. For instance you could transform a clock, but couldn’t transform a sack of coins.

If the object is held or worn by another creature, it must make a Dexterity saving throw against your power save DC. If successful, you fail to transform the object.

You can transform a number of objects into energy equal to your proficiency bonus. Restoring an object to normal can be done at any time. You regain all expended uses of this feature when you finish a long rest, except those uses whose targets haven’t been restored.

Slipstream

10th-level Order of Substance feature

You have unconsciously learned to create personal warp holes when under threat. When a foe makes an attack roll against you, you can use your reaction to move into an unoccupied space within 5 feet of your present position. The attack is made with disadvantage, and if it hits, you only take half of the damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spatial Shift

18th-level Order of Substance feature

As a master of space, you have learned to warp space in unique ways. As an action, you can target two surfaces within 100 feet of you each occupying an area no larger than a 20-foot square and swap the surfaces and their terrain, including any effect on the surface such a magical effect or surface hazard. Both selected areas of the surfaces must occupy the same dimensions.

The surfaces don’t have to be the same type. You could target a ceiling, floor, or wall, as well as a section of metal, stone, or wood. For an effect to be transferred, it must be part of the surface or cover the surface in a square or radius and not a cube, cylinder, or sphere.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 15 power points to use it again.