Touched by an intelligence or force beyond mortal comprehension, pieces of the minds of channelers of this expression were broken and remade in an image that was not their own. Ostensibly insane, these channelers contend with the cacophony of whispers from places far removed from sanity embedded deep within their mind like echoes.
Far Reach Features
|1st||Method to Madness, Maddening Whispers|
Method to Madness
1st-level Far Reach feature
Your mind has become insane within its own terms, rendering you lucid within madness. Your manifesting ability is Charisma. You use your Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma modifier
When you gain a new channeler power, you may select a power from the channeler power list or the following powers: apopsi, blood tendril, body control, dimensional breach, empathic transference, enveloping darkness, extrasensory perception, hypercognition, shatter psyche, starcall, shadow of the grave*. Each power is in the Psychic and Spiritual Handbook unless it has an asterisk, in which case it is linked.
At 1st level, you can select one of the powers above and add it to the list of powers you know. At 11th level, you may add another power from the list above.
As part of your madness, roll or choose an insanity on the Indefinite Madness table in the Dungeon Master’s Guide or create your own with the approval of the DM. If, for any reason, this insanity is removed from you, it returns the next time you finish a long rest.
1st-level Far Reach feature
When you damage a creature with a psionic power augmented with at least 1 power point, you can allow whatever dark and alien consciousnesses that have affected you to begin to whisper to your target. At the end of its next turn the target must succeed on a Wisdom saving throw against your power save DC or it becomes confused and unsettled for 1 minute. The target makes a new Wisdom saving throw at the end of each of its turns, and on a successful save, both effects from this feature end for the target.
A confused creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
|1||In a fit of maddened rage, the target rushes to the closest creature and makes a melee attack against it, provided it is within reach.|
|2−4||The target doesn’t move or take actions this turn, as it is too distracted by the whispers.|
|5−7||Giving in to the insanity of the whispers, the target is restrained until the start of its next turn and wails, stammers, or laughs maniacally.|
|8−10||The target can act normally.|
Once you use this feature you can’t use it again until you finish a short or long rest. Starting at 2nd level, when you expend a Psychic Burst die, you can use this feature without consuming its use.
7th-level Far Reach feature
You can’t be confused and you can’t develop an insanity other than the one you gained from your Method to Madness feature. In addition, while you have the psionic focused condition, you are immune to the charmed condition, and your mind can’t be read unless you allow it.
11th-level Far Reach feature
A creature affected by your Maddening Whispers feature or one that is frightened of you has disadvantage on its saving throws against your channeler powers.
17th-level Far Reach feature
Whenever a target fails three saving throws against your Maddening Whispers feature, it becomes frightened of you until removed, seeing you as the most horrifying thing within its imagination.
While a creature frightened this way is within 30 feet of you, it hears the whispers. Whenever you damage the creature with a psionic power augmented with at least 1 power point, it must make a Wisdom saving throw against your Maddening Whispers feature. You don’t need to expend the use of your Maddening Whispers feature in this case.
The frightened condition from this feature ends when the target finishes a long rest or the effect is removed through the remove curse or greater restoration spell.