Sap Vitality

Psychometabolism

Manifesting Time: 1 action

Range: 30 feet

Maintenance: Concentration, up to 1 minute

Detection: Psychic, Visual (beam, glow)

Make a ranged power attack against one creature you can see within range. On a hit, the target takes 1d8 necrotic damage. At the start of each of its turns while the power is in effect, the target must succeed on a Constitution saving throw or take 1 necrotic damage from atrophy. If the target succeeds on three of these saving throws, the power ends for it.


0. The power’s initial damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


0. When you augment the power with at least 1 power point, the damage from atrophy increases to 1d4.

Empower. For every 2 additional power points you spend, the damage from atrophy increases by 1d4.


1. Each time the target takes damage from atrophy, it can’t take the Dash action and has disadvantage on Strength and Constitution checks until the start of its next turn.


2. You can target one additional creature you can see within range. You can take this augmentation multiple times.


3. Each time the target takes damage from atrophy, it deals only half damage with weapon attacks until the start of its next turn.


5. Each time the target takes damage from atrophy, it must spend 3 feet of movement for every foot moved until the start of its next turn and regardless of its abilities or magic items, it can’t make more than one melee or ranged attack during its turn.


7. Each time the target takes damage from atrophy, it gains one level of exhaustion. Exhaustion levels from the power are removed once it is no longer in effect. If a creature would die from exhaustion as a result of the power, the creature is instead reduced to 0 hit points and rendered unconscious.


9. Each time the target takes damage from atrophy, it falls prone at the end of its turn.


11. Each time the target takes damage from atrophy, it becomes paralyzed until the start of its next turn.