Manifesting Time: 1 action
Range: 90 feet
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Gesture
You can increase the intensity of lightning, create sparks, or manipulate electrical currents within a field covering up to a 10-foot cube. When you manifest the power you can choose to have electricity amplified, diminished, or redirected within the cube. The power remains in effect until the start of your next turn if it is no longer maintained.
An amplified electricity field causes each target within the field to take an additional 1 lightning damage per die from an effect that deals lightning damage.
A diminished electricity field grants each creature within the cube advantage on saving throws against lightning damage. Attacks which deal lightning damage have disadvantage on attack rolls against a creature within the field. In addition, when a creature composed of electricity enters the field for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d8 force damage.
If you redirect electricity, you can use your reaction whenever an effect which deals lightning damage passes through, originates within, or targets inside the field. You must make a ranged power attack against an AC equal to the spell or power save DC of the originator. If successful, you can pick one 5-foot cube section within the field to redirect the effect. A creature within that space takes the normal effects of the lightning, while a creature within a different space of the field is unaffected.
Certain augmentations only apply to a particular type of field; these effects are suppressed while the field is of a different type, but resumes when the field is switched back.
0. When you augment the power with at least 1 power point, you can move the field to a different space in range or change the type of field as a bonus action. You can do both using the same bonus action.
0. When you augment the power with at least 1 power point, the damage dealt to a creature composed of electricity by a diminished electricity field increases by 1d8, and it takes half of the damage on a successful save. This damage automatically increases by 1d8 for every 2 additional power points you spend to augment the power.
1 [Amplified]. You create static within the field. When a creature enters the field for the first time on a turn or starts its turn there, it gains a static charge until the end of your next turn. When you first manifest the power and as an action on your subsequent turns as long as the power is in effect, you can shock each creature within the field or any you choose that have a static charge. A creature must make a Constitution saving throw. It takes 1d8 lightning damage on a failed save or half as much damage on a successful one. The static charge is removed from a target after it takes this damage.
For every 4 additional power points you spend to augment the power, the damage increases by 1d8.
2. The dimensions of the field increase by 5 feet. You can take this augmentation multiple times.
3 [Redirected]. You can spread lightning effects to each space within the field you choose. When you take the reaction, you decide whether to redirect or spread electricity. If the lightning effect comes from an ally, you automatically succeed on your ranged power attack.
5 [Diminished]. Each creature within the field gains damage resistance to lightning, and if it passes a Dexterity saving throw to take half of the lightning damage, it instead takes no damage.
Empower. When you spend 8 power points (13), creatures within the field gain immunity to lightning damage.
6. Using your reaction, you can trap any electrical effect that passes through, originates within, or targets inside the field in the same way you can redirect an effect. A trapped lightning effect deals no damage or other effect. During your next turn, you can use your action to produce the trapped effect against a target within 30 feet of the field. Damage and effects are identical to the original source, but use your power attack modifier or power save DC. If you don’t use your action to use the trapped effect, it dissipates harmlessly at the end of your turn.
8. As an action, you can cause the field to fire a spark of electricity at a target up to 30 feet away. Make a ranged power attack against the target. On a hit, it takes 5d8 lighting damage.
If a lightning damage effect has passed through, originated within, or targeted inside the field since the end of your last turn, the damage increases by 1d8.
For every 2 additional power points you spend to augment the power, the damage increases by 1d8.
11. When you manifest the power and as an action on your subsequent turns while the power is in effect, you can transform the field into a static amalgam under your control or transform the amalgam back into the field. It manifests in the nearest unoccupied space within or near the field. This creature uses the Static Amalgam stat block. The creature resembles an amorphous storm cloud. If it is reduced to 0 hit points, the power ends.
The creature shares your initiative, but it takes its turn immediately after yours. It follows your will (no action required by you). If you don’t direct the creature, it hovers in place and takes the Dodge action.
Your amalgam’s hit points persist between states. Any lightning damage dealt inside the field heals the amalgam for an amount equal to half of the damage dealt.
The amalgam acts like the field for the purpose of trapping lightning effects and firing a spark.