Comments from the Finger: The new Dark Matter Mega Box will feature a revised and expanded magic items chapter, including these wonderful magic widgets that fuse fashion and function to devastating effect.
Psionic Piercing
Wondrous item, uncommon (requires attunement)
Made of an exotic crystal, a psionic piercing resonates with the underlying psionic fields in the ‘Verse and enables its wearer to pull against it. These piercings might be rings, studs, bars, or any other form, and can be worn anywhere on the body.
If you have one piercing, you gain the Empathy and Kinesis properties. As you attune to more psionic piercings, for each piercing after the first, you can choose one property for which you meet the prerequisite. You can choose only one property for each prerequisite, and you can change which properties you have selected daily at dawn.
Attuning to multiple psionic piercings requires only a single attunement slot.
Empathy. You can use your action to probe the surface level of a creature’s emotions. You must be able to see the creature and it must be within 30 feet and have an Intelligence of 3 or higher. You learn the creature’s emotional state and, at the GM’s discretion, one of the creature’s Bonds.
Minor Kinesis. You learn the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You don’t lose hit points for casting this spell. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast them with this property (choose when you attune to this item).
Physicality (2 Piercings). Opportunity attacks against you are made with disadvantage.
Additionally, you can use this property to cast the jump and longstrider spells simultaneously targeting yourself as a bonus action. When cast in this way, these spells have a duration of 1 minute. Once you use this property to cast these spells, you can’t do so again until the next dawn.
Telepathy (2 Piercings). You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language.
Additionally, you can use this property to cast the detect thoughts and suggestion spells once each. Once you cast one of these spells with this property, you can’t cast that spell with it again until the next dawn.
Major Kinesis (3 Piercings). You can use your action to lift and move a creature or object you can see within 120 feet of you that isn’t being worn or carried which weighs up to 500 pounds. You can move the target up to 30 feet in any direction. An unwilling creature can make a Strength check opposed by an ability check using your Intelligence, Charisma, or Wisdom (your choice) to resist being moved.
You can use this property a number of times equal to the number of psionic piercings to which you are attuned. You regain all expended uses daily at dawn.
Third Eye (3 Piercings). You have blindsight with a range of 20 feet. Within that range, you can effectively see anything that isn’t behind total cover. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Additionally, you can use a bonus action to glimpse the future. The GM reveals something that will likely occur within the next minute. You have advantage on attack rolls, ability checks and saving throws that pertain to the event you glimpsed. You can use this property to glimpse the future a number of times equal to the number of psionic piercings to which you are attuned. You regain all expended uses daily at dawn.
Dominance (4 Piercings). You can use this property to cast the confusion, dominate person, modify memory, and wall of force spells once each with this property. Once you cast one of these spells with this property, you can’t cast that spell with it again until the next dawn.
Fly (4 Piercings). You have a flying speed equal to your walking speed.
Psiblast (5 Piercings). You emit a burst of psionic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). On a failed save, a creature takes 6d8 psychic damage and is stunned for 1 minute. On a successful save, it takes half as much damage and isn’t stunned. A creature stunned in this way makes another Intelligence saving throw at the end of each of its turns. On a successful save, it is no longer stunned.
Once you use this property, you can’t use it again until the next dawn.