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Transcendents that take the eclectic attunement of the Vitiate pursue dangerous arts to enhance their powers, opening their essences to spiritual taint. This corruption of the soul allows the Vitiates to cause the auras and spirits of others to decay. It is for this reason that Vitiates are also called corrupting souls.
The psionic energies tapped by this attunement feel disturbing, and when they meet other psychic energies, they befoul those energies.
|3rd||Dread Plague, Menacing Visage|
3rd-level Vitiate feature
A psychic sense of wrongness follows you. As a bonus action, you can spiritually reach out and taint the aura of a creature within 30 feet of you. The creature must succeed on a Charisma saving throw against your power save DC or become unsettled as long as it remains within 60 feet of you, and for 1 minute afterward. You can have a number of tainted auras equal to your proficiency bonus at a time; if a creature is killed, its aura is no longer tainted, and you can taint a new creature’s aura.
When you reach 7th level, you can trigger your Dread Plague feature without using an action when a creature fails on its saving throw against one of your transcendent powers.
3rd-level Vitiate feature
You gain proficiency with heavy armor and in the Intimidation skill. In addition, you have advantage on Charisma checks when either of these conditions is true:
- You have the psionic focused condition.
- The creature you oppose is unsettled.
6th-level Vitiate feature
Your tainted spirit grants you some defense against corruption. You have resistance to necrotic damage and are immune to disease.
In addition, once each turn when you hit an unsettled creature within 30 feet of you with an attack, it takes an extra 1d8 necrotic damage, and one creature within 10 feet of it must succeed on a Charisma saving throw or it takes 1d8 necrotic damage. When you damage a creature this way, you can use your Dread Plague feature on it without using an action.
Starting at 18th level, the extra damage on a hit is increased to 2d8, and a second target within 10 feet of the target you hit must make the Charisma saving throw.
10th-level Vitiate feature
When an unsettled creature within 30 feet of you attempts to manifest a power, cast a psionic spell, or use a psychic or ki ability, you can use your reaction to force it to make a Wisdom saving throw against your power save DC. On a failed save, the power, spell, or ability is countered and has no effect, consuming any resource required to use it.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 power points to use it again.
15th-level Vitiate feature
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
As an action, you can infuse the auras of others, extending this benefit to each willing creature you choose as long as it remains within 30 feet of you. In addition, you and each affected creature don’t need to breathe and ignore the effects of exhaustion for one hour.
Once you infuse auras this way you must finish a short or long rest before you can do so again.
18th-level Vitiate feature
Your presence inspires terror in others. When you hit a creature with a weapon or transcendent power you can choose to project terror into its heart. The creature must succeed on a Wisdom saving throw against your power save DC or become frightened of you for 1 minute. Only one creature can be frightened by this ability at a time, and if you use this feature again, the effect ends on the previous target.
An unsettled creature also has its movement speed reduced to 0 as long as it is frightened by this feature as long as it can sense you.
Once you use this feature you can’t use it again until you finish a short or long rest, unless you spend 3 power points to use it again.