Singularity

Psychoportation

Manifesting Time: 1 action

Range: 300 feet

Maintenance: Concentration, up to 1 minute

Detection: Psychic, Gesture, Visual (beam, overt)

You create a tear in space that covers a 5-foot cube which pulls creatures and objects toward it. Once placed, you can’t move the singularity, but you can suppress each of its effects you choose at will during your turn until the start of your next turn.

Certain augmentations require you create a draw field surrounding the tear or a tether, and you can only create a tether or a draw field, but not both.

When a creature enters the tear for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or it can’t move from the space until the start of its next turn. If the space is occupied, the creature is forced into the nearest unoccupied space. At the end of its turn, a creature within the tear takes 1d6 force damage; an object takes this damage at the end of your turn.


0. When you augment the power with at least 1 power point, the damage a target takes from being within the tear increases by 1d6. For every 2 additional power points you spend to augment the power, the damage from the tear increases by 1d6.


1. You create a draw field that is a 10-foot radius sphere surrounding the tear of the singularity. When a creature enters the singularity for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it must spend 3 feet of movement for every foot moved within the singularity. On a successful save, it must spend 2 feet of movement for every foot moved within the singularity.


2 [Draw]. The radius of the draw field increases by 5 feet. You can take this augmentation up to five times (10).

The size of the tear increases as you spend power points on this augmentation. When you spend at least 6 power points, the tear becomes a 5-foot radius sphere, and when you spend 10 power points, its radius becomes 10 feet.


2 [Draw]. A target which fails its Strength saving throw while within the draw field takes 1d6 force damage, or half as much damage on a successful save. For every 4 additional power points you spend to augment the power except to empower this augmentation, the damage increases by 1d6.

Empower. For every 2 additional power points you spend, the damage increases by 1d6.


2 [Draw]. The singularity pulls projectiles, such as arrows and bolts, as well as those from spells and powers that fire a missile of some sort (such as magic missile and mind spear), toward it. Missiles which cross within the draw field have disadvantage on attack rolls. Nonmagical projectiles and missiles from spells and powers cease to exist if they cross the tear.


4 [Tether]. The strength of the tether increases. At the start of each of its turns, the tethered creature must succeed on a Strength saving throw or become restrained until the start of its next turn.


5. You create a dimensional tether connecting a creature, which can be you, or object to the singularity, provided it is no more than 30 feet from it. An unwilling creature must succeed on a Strength saving throw or become tethered.

When you manifest the power, you set the maximum tether distance, which must be between 30 and 600 feet. Moreover, if you choose, a tethered creature must spend 3 feet of movement for every foot moved in any direction except toward the singularity. If the target falls, the tether will catch it with no check required.

A creature can use its action to attempt to free a tethered target. It must succeed on a Strength check against your power save DC, freeing the target on a success. If the target is transported via teleportation or moved to another plane of existence, the tether automatically breaks.

As a bonus action, you can move the tethered target up to 30 feet in the direction of the singularity. As part of the same bonus action, you can reduce the tether’s maximum distance by the same distance the target is moved.

Empower. For every 2 additional power points you spend, you can tether one additional target. You determine each tether’s property at the time of manifestation. When you use a bonus action to move a target, you can move each target you choose.


6 [Draw]. Each creature or object within the draw field that isn’t latched to a surface is pulled toward the tear at a rate of 10 feet each round. An object is pulled toward the center at the end of each of your turns. A creature is pulled when it fails on its Strength saving throw from entering or starting its turn within the draw field.

A creature pulled into the tear is restrained until the start of its next turn.