Trauma Infusion

Clairsentience

Manifesting Time: 1 action

Range: 60 feet

Maintenance: Concentration, up to 1 minute

Detection: Psychic, Visual (glow)

You curse a creature you can see within range to relive a past trauma, one suffered by you, or one from within the Collective Conscious of the multiverse. A creature incapable of feeling pain is immune to the power.

While the power is in effect, when the target takes damage from any source it must succeed on a Wisdom saving throw or take 1d8 psychic damage from reliving the trauma. It makes this save only once each round.


0. The maximum number of times in a round the target must make a Wisdom saving throw increases by one when you reach 5th level (twice), 11th level (thrice), and 17th level (four times).


1. A creature damaged by the power takes a −2 penalty to AC and can’t take the Dodge action until the start of your next turn.


2. The maximum number of times in a round the target must make a Wisdom saving throw increases by one. You can take this augmentation multiple times.


3. A creature damaged by the power has disadvantage on attack rolls and ability checks until the start of your next turn.

Empower. When you spend 4 power points (7), a creature damaged by the power has disadvantage on Strength, Dexterity, and Charisma saving throws until the start of your next turn.


4. You can target one additional creature. The creatures must be within 30 feet of each other when you target them. If a target is reduced to 0 hit points while the power is in effect, you can target a new creature as a bonus action, provided at least one other creature is cursed by the power.

Empower. For every 2 additional power points you spend, you can target one additional creature.


5. A creature damaged by the power is frightened of the last creature which harmed it until the end of its next turn. While frightened this way, a creature must take the Dash action and move away from what it fears by the safest available route.

Empower. When you spend 4 power points (9), a frightened creature must succeed on a Wisdom saving throw the first time it is hit by an attack each round or become paralyzed until the end of its next turn.


6. The first time on a turn the target damages another creature, it must succeed on a Wisdom saving throw or take 1d8 psychic damage. The effect of this augmentation doesn’t consume the number of times the power triggers during a round.


13. You force the target to relive the experience of death. A creature damaged by the power must make a Constitution saving throw. On a failed save, the target is reduced to 0 hit points if it has 40 or fewer hit points remaining, otherwise it takes 4d6 necrotic damage.

Empower. For every 2 additional power points you spend, the hit point threshold increases by 10.