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Lexicanum

Psychic Powers

Disciplined contact with the Warp. Psychic Powers have base effects and may be Pushed for greater impact, risking Perils when the veil answers back.

Psyker · LibrarianWorking Draft

The Rules of the Veil

Reference

Psychic Save DC = 8 + Proficiency Bonus + Willpower modifier

Psychic Attack = Proficiency Bonus + Willpower modifier

  • Psychic Powers may be Pushed.
  • Pushing may trigger Perils.
  • Psychic Powers are not spells and do not use spell slots.

Psychic Powers belong to Disciplines, not schools. The full Perils rules live in the Psychic Powers & Perils chapter, and the Discipline Trees a Psyker spends into stay on the Psyker and Librarian class pages.

Psychic Powers

43 / 43 Powers
Discipline //
Role //
Psychic PowersBiomancyBuffDefenseHealingWorking Draft

Iron Pulse

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self or one visible ally within 30 feet

Check / Save: None for willing target

Flood a living body with psychic command. The target gains temporary Vitality equal to your Proficiency Bonus, lasting until the start of your next turn.

Push: Increase the temporary Vitality, affect one additional target, or let the target immediately stand from Prone or move 5 feet without triggering Reactive Fire.

Pushing may trigger Perils.

The body obeys. It was only waiting to be told.

Psychic PowersBiomancyHealingRecoveryBuffWorking Draft

Bone-Knit Command

Users: Psyker, Librarian

Action: Use Power

Range / Target: One living ally within touch range

Check / Save: None for willing target

The target regains Vitality equal to 1d6 + your Proficiency Bonus. If the target is at 0 Vitality, they become stable but do not automatically stand.

Push: Restore an additional 1d6 Vitality, allow the target to immediately crawl 5 feet, or suppress one minor bleeding or pain-based condition until the end of the scene.

Pushing may trigger Perils. This does not remove Active Wounds unless the GM allows it.

The flesh remembers its original shape, briefly.

Psychic PowersBiomancyBuffMovementDefenseWorking Draft

Adrenal Surge

Users: Psyker, Librarian

Action: Use Power or Bonus Action

Range / Target: Self or one ally within 30 feet

Check / Save: None for willing target

The target gains +5 Movement and Advantage on their next Strength or Agility check before the start of your next turn.

Push: The target may immediately move 5 feet without triggering Reactive Fire, stand from Prone, or gain temporary Vitality equal to your Proficiency Bonus.

Pushing may trigger Perils.

The body does not ask why it is faster. It obeys.

Psychic PowersBiomancyControlDebuffWorking Draft

Flesh Lock

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible living creature within 30 feet

Check / Save: Toughness Save against Psychic Save DC

On failure, the target's Movement is reduced by half until the start of your next turn.

Push: On failure, the target also loses its Reaction, drops Prone, or becomes Exposed until the start of your next turn.

Pushing may trigger Perils.

Muscle becomes a prison with excellent memory.

Psychic PowersBiomancyOffenseDebuffWorking Draft

Hemorrhage

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible living creature within 60 feet

Check / Save: Toughness Save against Psychic Save DC

On failure, the target takes psychic damage and begins Bleeding or suffers Disadvantage on its next Toughness Save, GM's choice.

Push: Add one damage die, affect a second nearby living creature, or make the target unable to regain Vitality until the start of your next turn.

Pushing may trigger Perils.

Blood hears the command before the mind does.

Psychic PowersBiomancyHealingDefenseUtilityWorking Draft

Purge Toxin

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self or one living ally within touch range

Check / Save: None for willing target

The target gains Advantage on their next save against poison, disease, toxin, radiation sickness, or biological corruption before the end of the scene.

Push: Immediately allow the target to repeat one failed save against poison, disease, toxin, or radiation.

Pushing may trigger Perils.

The body becomes an interrogation chamber. The poison confesses.

Psychic PowersBiomancyBuffOffenseDefenseWorking Draft

War-Muscle Form

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self

Check / Save: None

Until the start of your next turn, gain +2 to Strength checks and melee damage equal to your Proficiency Bonus once.

Push: Extend the duration by one round, gain temporary Vitality equal to 1d6 + your Proficiency Bonus, or ignore one forced movement effect.

Pushing may trigger Perils.

The soul grabs the skeleton and pulls.

Psychic PowersDaemonologyDefenseWardingAnti-DaemonWorking Draft

Ward Sign

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self or one ally within 30 feet

Check / Save: None

Until the start of your next turn, the target gains a bonus against fear, possession, psychic intrusion, or daemonic influence.

Push: Affect additional allies, extend duration, or impose Disadvantage on the next hostile psychic effect against the warded target.

Pushing may trigger Perils.

The sign is small. The refusal is not.

Psychic PowersDaemonologyAnti-DaemonOffenseControlWorking Draft

Banishment Word

Users: Psyker, Librarian

Action: Use Power

Range / Target: One daemon, possessed creature, warp entity, or daemonic manifestation within 60 feet

Check / Save: Willpower Save against Psychic Save DC

On failure, the target takes psychic damage and cannot take Reactions until the start of your next turn.

Push: Add one damage die, force the target to move 5 feet away from you, or make the target Exposed until the start of your next turn.

Pushing may trigger Perils. Daemonology may draw attention.

The name is wrong. The refusal is correct.

Psychic PowersDaemonologyDefenseWardingAnti-DaemonAreaWorking Draft

Circle of Refusal

Users: Psyker, Librarian

Action: Use Power

Range / Target: A 10-foot zone centered on yourself or a visible point within 30 feet

Check / Save: None

Until the start of your next turn, allies inside the zone gain +2 on saves against fear, possession, daemonic influence, corruption pressure, and psychic dread.

Push: Increase the radius, extend duration by one round, or force daemonic enemies entering the zone to make a Willpower Save or become Exposed.

Pushing may trigger Perils.

The circle is only chalk until something tries to cross it.

Psychic PowersDaemonologyAnti-DaemonControlUtilityWorking Draft

Sever Possession

Users: Psyker, Librarian

Action: Use Power

Range / Target: One possessed creature within 30 feet

Check / Save: Contested Willpower or Willpower Save against Psychic Save DC

On success, suppress the possessing influence until the start of your next turn. The host may speak, resist, or briefly regain control.

Push: Extend suppression, deal psychic damage to the possessing entity, or allow the host to immediately move 5 feet or drop Prone.

Pushing may trigger Perils. Failure by 5 or more may strengthen the possession or draw attention.

The prisoner inside the body gets one breath.

Psychic PowersDaemonologyDebuffAnti-DaemonDetectionWorking Draft

True-Name Brand

Users: Psyker, Librarian

Action: Use Power

Range / Target: One daemon, warp entity, possessed creature, or corrupted horror you can perceive

Check / Save: Willpower Save against Psychic Save DC

On failure, the target is Branded until the end of your next turn. The first attack or warding effect against a Branded target gains +2.

Push: Extend duration, reveal the target through smoke/darkness/illusion, or prevent the target from hiding through unnatural means until the start of your next turn.

Pushing may trigger Perils. The entity may learn something about you in return.

To name a thing is to put a hook in it.

Psychic PowersDaemonologyReactionDefenseAnti-DaemonControlWorking Draft

Gate Refused

Users: Psyker, Librarian

Action: Reaction

Range / Target: One daemon, warp entity, possession effect, summoning effect, or teleporting horror within 60 feet

Check / Save: Willpower Save against Psychic Save DC

When the target appears, teleports, manifests, possesses, or crosses a warded threshold, force it to save. On failure, it arrives Exposed or loses its Reaction until the start of its next turn.

Push: On failure, the target is also pushed 5 feet away from the protected zone or cannot teleport again until the end of its next turn.

Pushing may trigger Perils.

The door opens. You become the lock.

Psychic PowersDaemonologyAnti-DaemonOffenseUtilityWorking Draft

Ashen Exorcism

Users: Psyker, Librarian

Action: Use Power

Range / Target: One daemon, possessed target, corrupted relic, ritual mark, or warp-touched object within 30 feet

Check / Save: Willpower Save or Intellect + Lore / Willpower + Awareness check, GM's choice

On success, weaken the target's daemonic hold. A creature loses one minor daemonic benefit until your next turn, or an object/ritual becomes safe to touch or approach briefly.

Push: Deal psychic damage to the entity, extend the weakening, or reveal the next step needed to banish, cleanse, or contain it.

Pushing may trigger Perils. Failure may cause backlash.

The ash falls upward. That is how you know it heard you.

Psychic PowersDivinationDetectionUtilityWorking Draft

Witch-Sight

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self; senses psychic residue nearby

Check / Save: None

For a short time, sense psychic residue, daemonic influence, active rituals, possession signs, corrupted relics, or unnatural pressure nearby.

Push: Ask the GM one focused question about the source, direction, strength, or danger of the psychic trace.

Pushing may trigger Perils.

The world has fingerprints. Some are still bleeding.

Psychic PowersDivinationBuffOffenseSupportWorking Draft

Foreseen Shot

Users: Psyker, Librarian

Action: Bonus Action

Range / Target: Self or one ally within 30 feet

Check / Save: None

The target gains +2 to their next attack roll before the start of your next turn.

Push: If the attack hits, add your Proficiency Bonus to the damage, or allow the target to ignore Light Cover.

Pushing may trigger Perils.

The shot was fired after it landed.

Psychic PowersDivinationReactionDefenseSupportWorking Draft

Omen of the Next Blow

Users: Psyker, Librarian

Action: Reaction

Range / Target: Self or one ally within 30 feet

Check / Save: None

When the target is attacked, impose -2 on the attack roll after it is declared but before damage is resolved.

Push: Impose Disadvantage instead, or allow the target to move 5 feet after the attack resolves.

Pushing may trigger Perils.

Pain announces itself to those cursed to listen.

Psychic PowersDivinationMovementBuffDefenseWorking Draft

Path of Least Death

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self or one ally within 30 feet

Check / Save: None

The target may move up to half their Movement. Reactive Fire against this movement has Disadvantage if the target moves toward cover.

Push: The target may ignore difficult terrain, move an additional 5 feet, or avoid the first Opportunity Strike triggered by this movement.

Pushing may trigger Perils.

Every path ends badly. This one ends later.

Psychic PowersDivinationDebuffSupportDetectionWorking Draft

Reveal Weakness

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature, machine, daemon, monster, or elite enemy within 60 feet

Check / Save: Willpower Save against Psychic Save DC, or no save if used only for information

The next attack against the target before the start of your next turn gains +1 to hit.

Push: The bonus becomes +2, or the attack also adds your Proficiency Bonus to damage if it hits.

Pushing may trigger Perils.

Every monster has a future where it dies.

Psychic PowersDivinationDetectionUtilityControlWorking Draft

Enemy Intention

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Willpower Save if the target is actively guarded, psychic, daemonic, or aware

Ask the GM one question:

  • What is it about to do?
  • Who is it most afraid of?
  • What is it protecting?
  • Where does it intend to move?
  • What does it not want us to notice?

Push: Ask one follow-up question or grant +2 to the next roll made to counter that intention.

Pushing may trigger Perils.

Intent leaves footprints before the body moves.

Psychic PowersDivinationSupportReactionBuffWorking Draft

Moment Already Seen

Users: Psyker, Librarian

Action: Reaction

Range / Target: Self or one ally within 30 feet

Check / Save: None

When the target rolls a d20, they may add +1d4 after seeing the roll but before the result is resolved.

Push: Use +1d6 instead, or allow the target to reroll if the roll failed by 2 or less.

Pushing may trigger Perils.

You remember this failure. You dislike it.

Psychic PowersPyromancyOffenseFireAreaWorking Draft

Soulfire

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible enemy or small area within 60 feet

Check / Save: Agility Save against Psychic Save DC

On failure, targets take fire or psychic damage. On success, they take half damage.

Push: Increase area, add one damage die, ignite flammable objects, or cause failed targets to become Exposed until the start of your next turn.

Pushing may trigger Perils.

It burns where the soul remembers fear.

Psychic PowersPyromancyOffenseFireWorking Draft

Flame Lance

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Psychic Attack

On hit, deal fire or psychic damage.

Push: Add one damage die, ignore Light Cover, or make the target Exposed until the start of your next turn.

Pushing may trigger Perils.

The flame arrives as a verdict.

Psychic PowersPyromancyControlDebuffFireWorking Draft

Ash Blind

Users: Psyker, Librarian

Action: Use Power

Range / Target: One creature or small zone within 60 feet

Check / Save: Agility Save against Psychic Save DC

On failure, the target has Disadvantage on its next attack before the end of its next turn.

Push: Affect a small area, remove Reactions from failed targets, or create light obscuring smoke until the start of your next turn.

Pushing may trigger Perils.

The eyes burn before the world disappears.

Psychic PowersPyromancyAreaControlOffenseWorking Draft

Heat Bloom

Users: Psyker, Librarian

Action: Use Power

Range / Target: A point within 60 feet

Check / Save: Toughness Save or Agility Save against Psychic Save DC, GM's choice

Enemies in a small zone take fire damage equal to your Proficiency Bonus and cannot benefit from Light Cover until the start of your next turn.

Push: Increase the area, add one damage die, or make failed targets Exposed.

Pushing may trigger Perils.

Cover becomes an oven with opinions.

Psychic PowersPyromancyBuffDefenseFireWorking Draft

Crown of Cinders

Users: Psyker, Librarian

Action: Use Power

Range / Target: Self or one ally within 30 feet

Check / Save: None

Until the start of your next turn, the first enemy that hits the target in melee takes fire damage equal to your Proficiency Bonus.

Push: The target also gains +2 Defense against melee attacks, or the fire damage increases by one die.

Pushing may trigger Perils.

The soul wears a halo made of warning signs.

Psychic PowersPyromancyControlAreaFireDefenseWorking Draft

Purging Wall

Users: Psyker, Librarian

Action: Use Power

Range / Target: A short line or small barrier within 60 feet

Check / Save: Agility Save against Psychic Save DC when crossing

Create a brief wall of unnatural flame until the start of your next turn. Creatures crossing it take fire damage equal to your Proficiency Bonus.

Push: Extend duration, increase length, or force failed targets to stop moving.

Pushing may trigger Perils.

The shortest path is no longer available to the faithless.

Psychic PowersPyromancyOffenseAreaFireWorking Draft

Detonate Flame

Users: Psyker, Librarian

Action: Use Power

Range / Target: One burning creature, burning object, flame weapon effect, or fire zone within 60 feet

Check / Save: Agility Save against Psychic Save DC

The flame erupts. The target or creatures adjacent to the burning source take fire damage on a failed save, half on success.

Push: Increase the blast, add one damage die, or make failed targets lose Reactions.

Pushing may trigger Perils.

Fire hates staying small.

Psychic PowersTelekinesisOffenseControlForced MovementWorking Draft

Kinetic Lash

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Psychic Attack

On hit, deal psychic or force damage and move the target 5 feet in a direction you choose.

Push: Move the target farther, knock it Prone, pull it from cover, or add one extra damage die.

Pushing may trigger Perils.

The air strikes like an invisible chain.

Psychic PowersTelekinesisOffenseControlTerrainWorking Draft

Lift and Hurl

Users: Psyker, Librarian

Action: Use Power

Range / Target: One loose object and one target within 60 feet

Check / Save: GM-determined by size, mass, distance, and danger

Lift one loose object, weapon, body, or unstable piece of terrain and throw it at a target. The GM determines damage based on size, mass, distance, and danger.

Push: Lift something heavier, throw farther, affect a larger object, or slam one creature into another.

Pushing may trigger Perils.

Gravity is a law. You file an objection.

Psychic PowersTelekinesisDefenseWardingReactionWorking Draft

Force Barrier

Users: Psyker, Librarian

Action: Reaction

Range / Target: Self or one ally within 30 feet

Check / Save: None

When the target is hit by a ranged attack, reduce damage by 1d10 + your Proficiency Bonus.

Push: Also impose Disadvantage on the attack roll, or extend the barrier to one adjacent ally.

Pushing may trigger Perils.

The bullet hits the air and regrets its career.

Psychic PowersTelekinesisControlDebuffWorking Draft

Gravitic Pin

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Strength Save against Psychic Save DC

On failure, the target's Movement becomes 0 until the start of your next turn.

Push: The target also becomes Prone, Exposed, or loses its Reaction.

Pushing may trigger Perils.

Gravity remembers who gave the order.

Psychic PowersTelekinesisOffenseControlWorking Draft

Crush

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature or object within 60 feet

Check / Save: Toughness Save against Psychic Save DC

On failure, the target takes force damage and has Disadvantage on its next Strength check or attack before the end of its next turn.

Push: Add one damage die, damage armor or cover, or restrain the target until the start of your next turn.

Pushing may trigger Perils.

The invisible hand closes.

Psychic PowersTelekinesisReactionMovementDefenseWorking Draft

Shove Aside

Users: Psyker, Librarian

Action: Reaction

Range / Target: Self or one ally within 30 feet

Check / Save: None for willing target

When the target would be hit by an area effect, charge, falling object, vehicle, or melee attack, move them 5 feet to an open space.

Push: Move the target 10 feet, move two allies 5 feet, or also knock a nearby enemy Prone if fiction allows.

Pushing may trigger Perils.

The body survives before the mind catches up.

Psychic PowersTelekinesisAreaOffenseControlWorking Draft

Debris Storm

Users: Psyker, Librarian

Action: Use Power

Range / Target: Small zone within 60 feet containing loose debris, scrap, bone, glass, shell casings, tools, or battlefield wreckage

Check / Save: Agility Save against Psychic Save DC

Creatures in the zone take force/slashing damage on a failed save, half on success.

Push: Increase the zone, add one damage die, or create Light Cover / obscurement in the zone until the start of your next turn.

Pushing may trigger Perils.

The room becomes ammunition.

Psychic PowersTelekinesisControlUtilityDisarmWorking Draft

Iron Grip

Users: Psyker, Librarian

Action: Use Power

Range / Target: One held weapon, tool, lever, relic, or object within 60 feet

Check / Save: Strength Save or opposed check against Psychic Save DC

On failure, the target drops the object, the object moves 5 feet, or you hold it in place until the start of your next turn.

Push: Pull the object to your hand, throw it away, jam a mechanism, or affect two small objects.

Pushing may trigger Perils.

Possession is mostly a matter of grip.

Psychic PowersTelepathyOffenseDebuffMindWorking Draft

Mind Spike

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Willpower Save against Psychic Save DC

On failure, the target takes psychic damage and has Disadvantage on its next attack or check before the end of its next turn.

Push: Increase damage, affect a second target, or briefly expose the target's fear, intent, or surface thought.

Pushing may trigger Perils.

Pain is only a language if something answers.

Psychic PowersTelepathyOffenseDebuffAreaWorking Draft

Psychic Scream

Users: Psyker, Librarian

Action: Use Power

Range / Target: Creatures in a small cone or zone within 30 feet

Check / Save: Willpower Save against Psychic Save DC

On failure, targets take psychic damage and cannot take Reactions until the start of your next turn.

Push: Add one damage die, increase the area, or make failed targets Frightened until the end of their next turn.

Pushing may trigger Perils.

The mind hears itself breaking.

Psychic PowersTelepathyBuffSupportCommunicationWorking Draft

Shared Focus

Users: Psyker, Librarian

Action: Use Power

Range / Target: Up to two willing allies within 60 feet

Check / Save: None

Until the start of your next turn, targets may communicate brief tactical impressions without speaking. Each target gains +1 to their next Awareness check or Willpower Save.

Push: Affect additional allies, increase the bonus to +2, or also grant +1 Initiative if used before combat begins.

Pushing may trigger Perils.

The squad shares one breath and several bad ideas.

Psychic PowersTelepathyControlDebuffWorking Draft

Nerve Lock

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Willpower Save against Psychic Save DC

On failure, the target loses its Reaction and has Disadvantage on its next attack before the end of its next turn.

Push: The target also cannot Dash, cannot use a special ability, or becomes Exposed until the start of your next turn.

Pushing may trigger Perils.

The command to move arrives and finds nobody home.

Psychic PowersTelepathyControlFearDebuffWorking Draft

Fear Hook

Users: Psyker, Librarian

Action: Use Power

Range / Target: One visible creature within 60 feet

Check / Save: Willpower Save against Psychic Save DC

On failure, the target becomes Frightened of you or one ally you choose until the end of its next turn.

Push: Affect a second target, extend duration by one round, or force the target to move 5 feet away from the source of fear.

Pushing may trigger Perils.

Fear was already there. You only found the handle.

Psychic PowersTelepathyOffenseDebuffUtilityWorking Draft

Memory Knife

Users: Psyker, Librarian

Action: Use Power

Range / Target: One creature within 30 feet

Check / Save: Willpower Save against Psychic Save DC

On failure, the target takes psychic damage and forgets one small immediate detail until the start of your next turn, such as who shouted, where a sound came from, or which ally moved.

Push: Ask the GM one surface-memory question, increase damage, or impose Disadvantage on the target's next Awareness or Inquiry check.

Pushing may trigger Perils. Repeated use may be suspicious, cruel, or corrupting depending on scene.

Memory bleeds cleaner than flesh.

Psychic PowersTelepathyControlReactionDebuffWorking Draft

Compel Halt

Users: Psyker, Librarian

Action: Reaction

Range / Target: One creature within 60 feet that begins moving, charging, fleeing, or crossing a Fire Lane

Check / Save: Willpower Save against Psychic Save DC

On failure, the target's movement is reduced by half.

Push: On failure, movement becomes 0, or the target becomes Exposed until the start of your next turn.

Pushing may trigger Perils.

The thought of stopping becomes heavier than the legs.

Psychic Power Balance

Psychic Powers are intentionally flexible, but not free of danger. A Psyker can specialize into offense, control, support, detection, or defense by choosing powers from matching Disciplines and role tags. Pushing a power gives it reach and drama, but Perils keep psychic power from becoming safe routine.

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.