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### Elemental Mind #### Elemental Power At 1st level when you select this archtype, you gain a deep intrinsic tie to elemental power, granting you the ability to manipulate it. You gain the psionic discipline of Psychokinetics. #### Primordial Aspect Additional at 1st level, when you deal fire, cold, lightning or force damage, you take on an aspect of that element until the end of your next turn or you take a new primordial aspect. * **Cold:** You gain an icy shell, reducing any nonmagical bludgeoning, piercing or slashing damage taken by your proficiency bonus. * **Fire:** You gain a firey aura, once per turn, a creature within 5 feet that hits you with a melee attack takes fire damage equal to your proficiency bonus. * **Lightning:** You flicker with lightning. Your walking speed is increased by 5 feet for the duration. You can additionally spend 1 psi point to gain resistance to the element to the start of your next turn. If you are a specialized in an element, you you can do this without spending a psi point for the element you are specialized in. > ##### Aspect Appearance > The appearence of the aspect manifesting itself may vary, perhaps your hair becomes fire and radiate heat or your skin takes on an icy sheen, but whatever the nature and consequence of the aspect is apparent to observers. #### Living Power Starting at 3rd power, your powers become a living extension of your mind, weaving an extension of your will into reality, allowing you to manipulate your powers in more advanced ways. When you use a power or alternate effect of psychkinetics, you can apply one of the following modifiers: ##### Shaped Power When you use a power or spell that makes a ranged spell attack, you can convert it to a melee spell attack (such as forming it a weapon shape), and when you would make an attack that would make a melee spell attack, you can instead form into a shape and hurl it at a target within 15 feet making a ranged spell attack. ##### Controlled Power When you use a spell or power that targets an area, you can select a number of creatures equal to the psi points spent in the area of effect for the spell or power to be ignored. The power passes harmless around these creatures and they automatically suceeed on their saving throw against the effect, and they take no damage if they would normally take half damage on a successful save against the effect. ##### Raging Power When you use a spell or power, you can let it rage out of control. When you roll damage for the power or spell, you can reroll 1 + the number of psi points spent on the power or spell dice. You can must use the new roll. #### Empowered Psionics Starting at 6th level, when you deal damage with a Psionic Discipline power you can add your Intelligence modifier to the damage dealt. #### Full Manifestation Starting at 10th level, when you enter a primordial aspect, you can expend 1 psi point to fully manifest that element, replacing the primordial aspect with the following effect. If you are specialized in that element, it does not require a psi point to fully manifest the power. * **Cold:** Your movement speed becomes zero until the end of your next turn, but you have resistance to all damage types beside fire and force. * **Fire:** Fire fills a 10 foot radius around you. When the creature enters the area for the first time on a turn or starts its turn there, it takes fire damage equal to 1d4 + your proficiency bonus. * **Lightning:** You can user your movement speed to teleport for the duration. If you are not in a primordial aspect, you can fully manifest a power as bonus bonus action for 2 psi points (or 1 psi point if are specialized in that power). #### Elemental Form Starting at 14th level, you can expend 5 psi points to cast *shapeshift* to assume elemental forms. When you cast *shapeshift* in this way it has nor verbal or material components, but you can only assume the form of a Water Elemental, Fire Elemental, or Air Elemental. If you are specialized in an element, the cost is reduced to 3 psi points, but you can only assume the form associated with your specialization (Water Elemental for cold, Fire Elemental for fire, or Air Elemental for lightning). A Water Elemental assumed with this form does not have the Freeze property. Once you cast *shapeshift* this way, you cannot do so until you complete a short or long rest. > ##### Ice and Lightning Elemental > If Kibbles' has gotten around to making Ice and Lightning Elementals, use those instead. \pagebreak ### Psychokinetics Spell Options If you are using the Kibbles' Generic Spell document, you can replace the Alternate Effects with the more details and varied elemental options as presented here: #### Variant Alternate Effects Additionally, when you learn the Psychokinetics psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature, depending on your specialization: ##### Generalist | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *burning hands, lightning tendril^K^* | | 2 | *flaming sphere, scorching ray* | | 3 | *aether lance^K^, fireball* | | 4 | *jumping jolt^K^, wall of flame* | | 5 | *aether storm^K^, cone of cold* | ##### Cyrokinetic | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *artic breath^K^, entomb^K^* | | 2 | *cold snap^K^* | | 3 | *flash freeze^K^, sleet storm^K^* | | 4 | *ice storm, ice spike^K^* | | 5 | *cone of cold* | ##### Electrokinetic | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *lightning tendril^K^, thunder punch^K^* | | 2 | *crackle^K^, lightning charged^K^* | | 3 | *electrocute^K^, lightning bolt* | | 4 | *jumping jolt^K^, storm sphere* | | 5 | *skyburst^K^* | ##### Pyrokinetic | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *burning hands, hellish rebuke* | | 2 | *flaming sphere, scorching ray* | | 3 | *fireball, fire cyclone^K^* | | 4 | *fire shield, wall of fire* | | 5 | *flamestrike, immolation* | If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. \columnbreak #### Beam of Annihilation *Prerequisite: 11th level Psion, Elemental Mind subclass* You gain the ability to cast *beam of annihilation* for 6 psi points. If you have a specialization of Psychokinentics, you can only select the related elemental damage type, but the beam's damage ignores resistance to that damage type any creatures caught in the beam might have. #### Elemental Shield *Prerequisite: Psychokinetics, 9th level Psion* You gain the ability to cast *fire shield* without expending psi points; if you have a specialization, it's damage type matches your specialization. Once you cast it this way, you cannot cast it again until you complete a long rest, or you must spend 4 Psi Points to cast it again early. #### Elemental Emotions *Prerequisite: Psychokinetics* The powers you wield effect your state of mind, empowering you based on how you wield them. While you are in an elemental aspect, you gain the following benefit: | Element | Effect | | :-----: | :----: | | Cold | You can add 1d4 to Wisdom saving throws or ability checks. | | Fire | You can add 1d4 to Strength or Charisma saving throws or ability checks. | | Lightning | You can add 1d4 to Dexterity saving throws and gain 5 ft. of movement speed. | If you are specialized in an element, you can instead add 1d6. #### Elemental Penetration *Prerequisite: Elemental Mind subclass* When you use a psionic power that deals elemental damage, you can expend 1 psi point to make the power ignore resistance to that elemental damage damage type. You can spend psi points granted by Psionic Mastery on this ability. If you have a specialization of Psychokinentics, if the target has immunity to the damage type chosen, this instead turns immunity into resistance for that power. #### Unshackled Manifestations *Prerequisite: 10th level, Elemental Mind subclass* When you assume an elemental form with Full Manifestation, you gain the following benefits: * **Glacial Movement:** Your speed is only reduced by half instead of to zero when you assume an ice manifestation. * **Controlled Burn:** You only deal fire damage to creatures of your choice within the radius. * **Path of Some Resistance:** Once per turn, if you teleport through a creature using a lightning manifestation, it takes 2d6 lightning damage. \pagebreakNum #### Manifested Emotions *Prerequisite: Psychokinetics, Elemental Emotions* You can manifest your emotions into elemental powers that take shape in the material realm. While you are in an elemental emotion, you can expend 2 psi points to manifest that emotion as a bonus action into the world within 5 feet of you; this takes the form of a mephit (ice mephit for cold, magma mephit for fire, and dust mephit for lightning). As your emotion, given form, it acts immediately after your initiative at your directive. It lasts for up to 1 minute after which it naturally fades away or until destroyed. You cannot manifest more than one emotion at at time, and if it is destroyed, you take 1d6 psychic damage from the backlash. This manifestation is not a sentient creature of its own, simply a manifestation of your emotion. > ##### Emotional Actions > > There is no mechanical limitations on the actions of the manifested emotion, but it is recommended you consider the emotion of which it is manifest when determining it's actions. Magma mephits will act rashly and aggressively, dust mephits will be restless and easily distracted, and ice memphits will be cold and calculating.