Psionic Archetype: Elemental Mind

Expressive and explosive, the elemental mind utilizes powers that can be as wild and precarious as the earth itself. Wilders of this power often connect through emotions, as their very will molds earth and sea like in a flash of feel and belief.

Elemental Mind Features
Psion Level Features
1st Elemental Power, Primordial Aspect
3rd Living Power
6th Empowered Psionics
10th Full Manifestation
14th Elemental Form

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.