Shadow of the Grave

Clairsentience

Manifesting Time: 1 action

Range: 60 feet

Maintenance: None

Detections: Psychic, Visual (Glow)

You reach into the Collective Conscious and draw forth the memory of your target’s death. An undead makes its saving throw with disadvantage. Optionally, the DM may rule a creature which has had a near-death experience also makes its saving throw with disadvantage.

One creature in range must make a Wisdom saving throw, taking 1d8 psychic damage on a failed save.


0. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


0. If you spend at least 1 power point to augment this power, a creature which succeeds on its Wisdom saving throw takes half damage.


1. Increase the power’s damage by 1d8.

You can empower this augmentation to increase the damage an additional 1d8 for every 2 additional power points you spend.


3. A creature which fails its saving throw is unsettled for 1 minute.

You can empower this augmentation by spending 4 additional power points (7). A creature which fails its saving throw is frightened for 1 minute. Whenever it takes damage other than psychic, it makes a new saving throw, ending the frightened condition on a success.


5. A creature which fails its Wisdom saving throw is paralyzed with fear until the end of its next turn. If the creature is immune to the frightened condition, it is not paralyzed.

By spending 4 additional power points (9) you can empower this augmentation to extend the duration of the paralysis for a number of rounds equal to your manifesting ability modifier. At the end of each of its turns, the creature makes a new saving throw. If the save succeeds or the creature takes any damage, the power ends at the end of the creature’s turn.


11. A creature which fails its saving throw and has fewer than 50 hit points remaining drops to 0 hit points. If the creature has more than 50 hit points, it takes half as much damage at the start of its next turn.

You can empower this augmentation, increasing the hit point threshold by 5 for every 2 additional power points you spend.