Acid Affinity
→ Acid Affinity
Power: Elemental Power
Your control over your body allows you to deliver acid attacks.
- When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.
Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.
Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.
Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.
Air Affinity
→ Air Affinity
Power: Elemental Power
- You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
This allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.
- As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.
Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.
Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.
Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.
Mastery of Acid
→ Mastery of Acid
Power: Elemental Power
- As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.
Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.
Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.
Breath of the Black Dragon
(5 innate points)
You exhale a wave of acid in a 20-meter line that is 1 meter wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional innate point spent on it.
Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.
Mastery of Air
→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)
You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
- When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.
Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.
Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.
As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.
Innate Points Spent |
Maximum Weight |
Bludgeoning Damage |
---|---|---|
2 | 10 kg | 2d6 |
3 | 25 kg | 4d6 |
5 | 100 kg | 6d6 |
6 | 250 kg | 7d6 |
7 | 500 kg | 8d6 |
Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.
Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.
Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.
Mastery of Fire
→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)
You align your mind with the energy of elemental fire.
- You gain a +1 bonus to all rolls for fire damage.
Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.
Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.
Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent
Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.