Manifesting Time: 1 action
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Visual (overt)
You change your size. The power doesn’t stack with the enlarge/reduce spell.
You reduce your size by one category and gain advantage on Dexterity checks and Dexterity saving throws. If you augment the power to increase your size, you don’t gain this benefit. While you are smaller, you are half your normal size and one-eighth your normal weight. You suffer no loss to Strength or damage dealt as a result of this change.
0. When you augment the power with at least 3 power points, its range becomes touch. An unwilling creature must succeed on a Constitution saving throw, or its size is changed while the power is in effect.
Empower. If you spend 2 power points (2), the range becomes 60 feet, allowing you to target a creature that you can see within range. If you spend 6 power points (6), each creature you choose within 5 feet of the target is also affected by the power.
1. You increase your size by one category and gain advantage on Strength checks and Strength saving throws. If there isn’t enough space to hold the new size, you attain the maximum size possible.
When larger you are twice your normal size and weigh eight times your normal weight. Your melee weapon attacks deal 1d4 extra damage of the same type.
Empower. When you spend 12 power points (13), your size increases by two categories, growing to three times your normal size and twenty-seven times your normal weight. You treat each roll of 9 or less on Strength checks and saving throws as a 10. Your weapon attacks deal 2d4 extra damage of the same type.
If you are already Huge or Gargantuan, you become Gargantuan with a height of 35 feet, or you become 10 feet taller than you currently are, whichever is larger.
2. While the power is in effect, as an action you can revert back to your normal size or change to a size you can be through the power.
3. A creature shrunk by the power doesn’t gain any benefit from it. Instead, it has disadvantage on Strength checks and Strength saving throws. The target has disadvantage on attack rolls with weapons that lack the light property. The creature’s melee weapon attacks deal 1d4 less damage (this can’t reduce the damage below 1). Moreover, the creature’s movement speed is reduced by 10 feet (this can’t reduce its speed below 5 feet).
4. The power’s maintenance increases to 1 hour.
6. When you increase a creature’s size, you can make it bloat. It gains no benefit from the power. Instead it has disadvantage on Dexterity checks and Dexterity saving throws. Due to its sudden bulk, it has disadvantage on weapon attack rolls. Moreover, the creature’s movement speed is reduced by 10 feet (this can’t reduce its speed below 5 feet).
If the creature’s size is larger than its space can accommodate, it must make a DC 15 Strength check. On a failed check, the creature is restrained. On a successful check, it is moved to the nearest space it can fit, provided that space is within 10 feet of it. If there is no such space, the target can move up to 10 feet and is then restrained. On each of its turns it can use its action to make a new Strength check.
9. You shrink to one-fourth your normal size and weigh only one-sixty-fourth your normal weight, reducing your size by two categories. You treat each roll of 9 or less on Dexterity checks and saving throws as a 10. Attack rolls made against you have disadvantage.
If you are already Small or Tiny, you become Tiny with a height of only one foot unless you are normally smaller, in which case the power doesn’t make you smaller.
Empower. When you spend 6 power points (15), your size reduces to 1 inch tall with a trivial weight. You have resistance to damage taken from falling.