Triggered Kinesis
Psychokinesis
Manifesting Time: 1 action
Range: Touch
Maintenance: Concentration, up to 1 minute
Detections: Visual (glow)
You imbue an unattended Large or smaller object with psychokinetic energy until you release it. If you lose concentration before you trigger this energy or 1 minute passes, it harmlessly dissipates.
You imbue the object with concussive force. When a creature ends its turn, you can take a reaction to detonate the energy. Each target within 5 feet of the imbued object is pushed 5 feet and knocked prone. A creature must make a Strength saving throw, and on a success it isn’t pushed or knocked prone.
1. You imbue the object with explosive energy force of concussive force. When you use your reaction to detonate the energy, the imbued object and each target within 5 feet of it takes 3d4 bludgeoning damage. A creature must make a Dexterity saving throw, taking only half the damage on a successful one.
You can empower this augmentation to increase the bludgeoning damage by 1d4 for every additional power point you spend. In addition, for every 2 power points spent on other augmentations, you increase the damage by 1d4.
You can also empower this augmentation by spending 2 power points (3) to apply the concussive force in addition to the explosive one as well as any augmentation that affects the concussive force. A creature doesn’t make a Dexterity saving throw when you add this empowerment, instead it makes a single Strength saving throw to determine if it is pushed and how much damage it takes.
2. Increase the distance a concussive force can push a target by 5 feet. You can take this augmentation multiple times.
2. The blast range increases by 5 feet. You can take this augmentation multiple times. This augmentation has no effect when you trigger the blast when you hit a target with a weapon.
4. You can manifest this power as a bonus action.
5. You can imbue a melee weapon you hold with concussive force. When you hit a target with this weapon, you can use your reaction to detonate the force. The target hit is pushed 10 feet. A creature must make a Strength saving throw. On a failed save, it is knocked prone, while on a successful one it is only pushed 5 feet.
You can empower this augmentation to replace the concussive force with an explosive one. When you detonate it, the creature must make a Dexterity saving throw. It takes 10d4 bludgeoning damage on a failed save or half as much damage on a successful one.
You can further empower this augmentation to combine the explosive effect with the concussive one by spending 2 additional power points (7). A creature doesn’t make a Dexterity saving throw when you add this empowerment, instead it makes a single Strength saving throw to determine if it is pushed and how much damage it takes.
You can also empower to increase the explosive damage by 1d4 for every additional power point you spend. In addition, for every 2 power points spent on other augmentations, you increase the damage by 1d4.
8. You can pick a time up to 1 hour from the time you manifest this power. If not triggered beforehand, it will automatically detonate at this time. Even if you cease maintenance on the power, its charge will linger until the designated time when it explodes. You can’t trigger the detonation using your action while no longer maintaining the power.
10. You reverse the concussive force into a gravitational one. When you detonate the force, each target within 30 feet of the imbued object is pulled toward it 1d6 times 5 feet. A creature must make a Strength saving throw. On a failed save it is pulled and knocked prone. On a successful one, it is only pulled 5 feet.