Teleporter

Jumpers, Teles, or hoppers, Teleporter psionics have mastered the filament of space that travels everywhere. This allows them to warp in and out of reality seemingly at the blink of an eye. They can teleport in and around matter, and master Jumpers have even been rumored to be able to teleport across whole systems as well, bringing ships with them.

Level 1

  Using an action and expending an effort, you can now teleport 15 feet within your view. You must be able to see where you are teleporting.    

Level 2

  You can now teleport up to 30 feet.   You can choose from the following abilities:      
  • Quick Jump: As a bonus action you can teleport at a distance one level lower than your current teleporter level.
  • Echo Location: Using an action you can gain full visibility of all hidden and blocked objects within 100 feet of you. This takes an action and expends an effort.
  • Nav Jump: You have innate knowledge of the ebbs and flows of the filament of space. When making a nav jump you can re-roll failed rolls once per jump, shunting the ship out of danger.
         

Level 3

  You can now jump 60 feet.   You can choose from the following abilities:      
  • Carry: You can now teleport with two other creatures of your choice. When you do this you must teleport at the distance of the level lower than the strain exerted.
  • Tag: Take a minute to imprint on a target. For the next 24 hours you know the location of the target and once, you can teleport directly to that target, or have that target teleport directly to you.
       

Level 4

  You are now able to teleport up to 300 feet.   You can choose from the following abilities:      
  • Brain Blast: Make line of 30 feet. Blast the area forcing those within to make a physical saving throw or take 8d6 damage and be knocked prone. This takes an effort.
  • Bender: After making an attack, if it misses you can re-roll the hit using your reaction, and expending effort.
       

Level 5

  Using both hands allows you to life double your max lift / carry weight. Using one hand now requires no effort and can be done as a bonus action.   Choose the following abilities:  
  • Puppet: Exerting an effort, you can for the enemy to make a physical save. If they fail, you gain control over the target's physical abilities for one minute. The target may take an action to try and break the bond using a physical save. If they fail three times they cannot make the save again.
  • Fly: Exerting an effort, you can gain a flight speed equal to your walking speed for one hour.

Comments

Please Login in order to comment!