Available at GM Binder.

Polaris

Channelers of the Polaris expression have the power to manipulate metal by psychically creating magnetic attraction and repulsion fields. Frequently, they develop a sense of superiority and confidence unusual among channelers due to the ability to control and manipulate one of the hallmarks of the advancement of civilization.

This Psionic Expression requires the Psychic and Spiritual Handbook (available at therincreative.com and GM Binder).

Polaris Features
Channeler LevelFeature
1stMagnetism, Control Metal
7thMagnetic Shell
11thMetal Storm
17thMagnetic Mastery

Magnetism

1st-level Polaris feature

Metal bends, moves, and shapes to you will. Your manifesting ability is Wisdom. You use your Wisdom whenever a power refers to your manifestation ability. In addition, you use your Wisdom 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 Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

When you gain a new channeler power, you may select a power from the channeler power list or the following powers: animate electricity, biomorphic skin, body control, glimmer, kinetic barrier, muddle, puppetry, and telekinetic grasp.

At 1st level, you gain the energy storm power. At 11th level, you can select one of the powers above and add it to the list of powers you know.

Magnetic polarity is your energy type. Whenever you use an energy power and there is metal within the range of power, you can substitute the bludgeoning damage with your choice of piercing or slashing damage. In addition, when you manifest an energy power using magnetic polarity, you can choose a number of creatures that you can see equal to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage from it.

Control Metal

1st-level Polaris feature

As an action, you can manipulate one Large or smaller nonmagical metal object or any number of Tiny ones that fit within a 5-foot cube within 90 feet of you. If the object is worn or held by a creature, the creature must succeed on a Strength saving throw against your power save DC or you gain control of the object.

This control requires concentration and can be maintained for 1 minute. You can concentrate both on this feature and on an energy power at the same time, provided the energy power also controls metal.

As part of the action, or by using your action on subsequent turns while controlling the object, you can do one of the following:

  • Move and levitate the object up to 30 feet in any direction. A creature holding the object is moved along with it, unless it releases the object.
  • Call the object to your space. If you have a free hand and the object can be held in the hand, you can take hold of it. If the object is held by a creature, you use your power attack modifier on contests to disarm the creature.
  • Hold the object fast. Until you stop holding it in place, the object can’t be moved unless a creature succeeds on a Strength check against your power save DC, provided the creature could normally move it.
  • Reshape the object or its metal components. You are able to bend, twist, or shape the metal object as you desire, including into an intricate form such as a statuette or gear. The DM may decide that certain shapes require more than 1 round to fashion.

Metal you control can only support up to 100 lbs. per level you have in this class, or it falls 40 feet at the end of each of your turns.

You can use this feature twice and regain all expended uses when you finish a long rest, unless you spend 3 power points to use it again.

Magnetic Shell

7th-level Polaris feature

While you have the psionic focused condition, your AC equals 10 + your Wisdom modifier + your proficiency bonus, unless it is already higher.

Whenever you or a creature within 10 feet of you is hit by a ranged weapon attack when the weapon or ammunition contains metal or the energy storm power is in effect, you can take a reaction to deflect it. When you so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your level in this class.

When you take this reaction, you can expend a Psychic Burst die. Until the start of your next turn, a number of ranged weapon attacks that you could deflect equal to the number rolled on the Psychic Burst die are instead suspended in midair, deal no damage, and harmlessly fall at the start of your next turn. When you reach 17th level, there is no limit to the number of attacks you can suspend in midair.

Metal Storm

11th-level Polaris feature

When you use your Control Metal feature, you can manifest the energy storm power without using an action.

If you expend a Psychic Burst die in the same turn that you manifest the power, you can take a bonus action to expel all Large and smaller nonmagical metal objects you choose within 30 feet of you. Objects are pushed 5 feet times the number rolled on the Psychic Burst die.

If the object is held or worn, the creature must succeed on a Strength saving throw against your power save DC or be pushed. In the case of a held item, the creature can release the object to avoid being pushed.

Each target in the path of an expelled metal object can be struck by it. A creature must make a Dexterity saving throw against your power save DC. On a failed save, it takes bludgeoning, piercing, or slashing damage (as determined by the DM) equal to four rolls of your Psychic Burst die. If a creature is flung and hits a target, it takes half of the damage. Once an expelled object hits a target, it stops moving.

Magnetic Mastery

17th-level Polaris feature

When you manifest an energy power or a hit with a ranged weapon attack containing metal, you can add your Wisdom modifier to one damage roll of that power or weapon.