Available at GM Binder.

Elemental Scion

The fury of storm, flame, and ice rages within the soul of an Elemental Scion. These forces threaten to explode from within the channeler, consuming all with their path. An Elemental Scion lives a difficult life, sealing away chaotic elemental forces bound by its will, under the fear that these forces may break free and bring disaster.

This Psionic Expression requires the Psychic and Spiritual Handbook (available at therincreative.com and GM Binder).

Elemental Scion Features
Channeler LevelFeature
1stFury of the Inner Storm, Fury Strike
7thElemental Aura
11thConsuming Fury
17thUntapped Fury

Fury of the Inner Storm

1st-level Elemental Scion feature

Your inner core brims with elemental power. Your manifesting ability is Wisdom. You use your Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

You also know two elemental expressions of your choice, which are detailed in the “Elementals Expressions” section below. As an action, you can spend your power points to invoke one of your elemental expressions. An elemental expression doesn’t require concentration, nor do you gain the psionic focused condition for invoking one. You can end an elemental expression early as an action, caging the chaotic energies within you again.

You learn two additional elemental expressions of your choice at 7th, 11th, and 17th level. Whenever you learn a new elemental expression, you can replace one elemental expression you know with a different one.

Like a psionic power, you can only spend a number of power points equal to your level in this class on a single expression. You can only benefit from one personal elemental expression effect at a time. If you invoke a new personal expression, the effect of the previous one ends.

Each elemental expression has an associated damage type. If a creature is immune to the damage of the elemental expression, none of its effects affect it. If a creature has resistance to the damage of the elemental expression, it makes its saving throw against the expression with advantage.

Fury Strike

1st-level Elemental Scion feature

Choose one of the following damage types: cold, fire, lightning, or thunder. When you hit a target with an unarmed strike, you can choose to deal 1d4 + your Wisdom modifier + half your level in this class damage of the type you selected instead of your normal unarmed strike damage. Starting at 6th level, your Fury Strike damage increases to the same die as your Psychic Burst die.

You may select an additional damage type when you reach 11th level.

When you select your first damage type at 1st level, you gain a bonus power: cold (hydrokinesis), fire (flame manipulation), lightning (animate electricity), thunder (harmonics).

Elemental Aura

7th-level Elemental Scion feature

After you invoke an elemental expression, you create a barrier around you. For 1 minute, you have damage resistance against the damage type of the element expression.

If you expend a Psychic Burst die to invoke the elemental expression, you gain immunity to the damage type until the end of your next turn. In addition, while the barrier is up, you add the number rolled on the Psychic Burst die to your saving throws against the frightened, restrained, and stunned conditions.

If you invoke an elemental expression with a different damage type, you replace the barrier with the new one.

Consuming Fury

11th-level Elemental Scion feature

As an action, you can suspend natural instances of your inner storm, suppressing their effects for as long as you concentrate to do so. The following effects occur within a 30-foot radius cylinder that is 100 feet high centered on you:

  • The temperature is comfortable for creatures of your type.
  • The cylinder acts as the eye of a natural storm (such as hail, rain, snow, thunder, and wind) of any intensity.
  • Natural tremors are suppressed.
  • Open flames diminish to harmless embers.
  • Exposed, natural electricity, such as lightning from a storm, dissipates harmlessly.

Once you use this feature you can’t use it again until you finish a short or long rest.

Untapped Fury

17th-level Elemental Scion feature

Your elemental elicitations are potent, infused with the core of your persona. When you spend a Psychic Burst die to invoke one of your elemental expressions or a power that deals cold, fire, lightning, or thunder damage, you add the number rolled on the Psychic Burst die to one of the damage rolls of that expression or power.

Elemental Expressions

The elemental expressions are presented in alphabetical order. If an expression requires a level, you must be that level in this class to take that expression.

Audible Glamer (Thunder). You spend 1 power point to create a sound effect up to 300 feet from you. This sound can be any sound you have heard, including spoken language. For up to 1 minute you can continue to make sounds from this point. Your sounds can be of any volume, but they can’t deal damage.

Barrier of Flame (7th Level Required, Fire). By spending 5 power points, you create a barrier of blue fire that is comprised of four 5-foot panels that are 1 foot thick for 1 minute. A panel provides half cover to a creature behind it and lightly obscures areas past the barrier. Each time a creature passes through a panel, it takes 5d8 fire damage. You can arrange your panels in any manner you wish, so long as no panel is more than 60 feet away from you.

You can create one additional panel for every additional power point you spend to do so.

Cascading Storm (11th Level Required, Lightning). By spending 11 power points, you summon a series of lightning bolts occupying a 5-foot radius cylinder that is 40 feet tall. Each creature within the area must make a Dexterity saving throw. On a failed save, it takes 10d6 lightning damage, and half as much on a successful one.

At the start of each of your turns for the next three rounds, the cylinder’s radius increases by 5 feet, and lightning strikes the new effect area, excluding spaces previously hit by the expression. Each creature within the area must make a Dexterity saving throw as above.

Clinging Cold (Cold). You spend 1 power point and one creature you see within 90 feet of you is covered in whirling snow. It must make a Constitution saving throw. On a failed save, the target takes 2d4 cold damage and is chilled. A chilled creature has its speed is reduced to half for a number of rounds equal to your proficiency bonus. At the start of each of its turns, a chilled target takes 1d4 cold damage.

At the end of each of its turns, the target makes a new Constitution saving throw. When the creature succeeds on a save or if it takes at least 1 points of fire damage, it is freed from the cold and no longer chilled, ending the effect.

For every 2 additional power points you spend, the initial damage and the damage a chilled creature takes increases by 1d4.

Culminating Frost (Cold). You spend 1 power point to create an orb of frost at a point up to 100 feet from you. As an action, or as part of the action used to create the orb, you can cause the orb to explode in a frigid blast covering a 10-foot radius sphere, dealing 2d6 cold damage to each target within the area. A creature must make a Dexterity saving throw, and takes only half of the damage on a successful save.

The orb will last up to 1 minute, after which time it will automatically detonate at the end of your turn. As a bonus action, you can increase the damage of the burst by 1d6; the radius of the burst also increases by 5 feet each time you take this bonus action, to a maximum radius of 30 feet. You can also take an action to reposition the orb up to 30 feet in any direction.

You can spend additional power points when you invoke this expression to increase the damage of the burst. For every 2 power points spend to do so, the damage increases by 1d6.

Dancing Flames (11th Level Required, Fire). By spending 11 power points, you create a patch of flame on a surface within 60 feet of you. The patch is a 10-foot square whose flames rise 10 feet from the surface. Each creature which starts its turn within the flames must make a Constitution saving throw. It takes 3d12 fire damage on a failed save or half as much damage on a successful one. An object takes this damage at the end of each of your turns. The flames last for 1 minute.

As an action, you can expand the area of the flames by one 10-foot square adjacent to an existing patch or  move the flame up to 20 feet along a surface.

Dancing Sparks (Lightning). By spending 1 power point, you create a whirling ball of sparks in your space. This ball hovers and sheds bright light in a 20-foot radius sphere, and dim light 20 feet beyond that. The ball will follow you, but you can use your action to move it up to 60 feet in any direction.

The ball can ignite unattended flammable objects it touches and grant electrical charge to devices that use electricity, but it deals no damage. You can also move the ball in rapid patterns, creating symbols or writing that can be seen up to 300 feet away.

Explosion (7th Level Required, Fire). By spending 7 power points, each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, the target takes 6d6 fire damage, is pushed 20 feet away from you, and is knocked prone. On a successful save, it takes only half of the damage and is pushed 10 feet.

For every 2 additional power points you spend, increase the damage by 1d6.

Fiery Chains (Fire). By spending 1 power point, one creature you can see within 60 feet of you must make a Strength saving throw. On a failed save the creature is bound by ribbons of forceful fire, takes 1d10 fire damage, and is restrained for a number of rounds equal to your proficiency bonus. At the end of each of its turns, a restrained creature takes 1d10 fire damage unless it succeeds on a Strength saving throw, in which case it takes only half of the damage and is no longer restrained.

Flash Lightning (7th Level Required, Lightning). By spending 5 power points, you strike one target within 60 feet of you for 4d12 lightning damage. The lightning then arcs to another target you choose within 30 feet of your initial target dealing 2d12 lightning damage to it. A creature must make a Dexterity saving throw. On a successful save, the creature only takes half of the damage.

For every 2 additional power points you spend, the lightning arcs to another target. A creature can only be targeted by this lightning once per manifestation.

Flurry Storm (7th Level Required, Cold). By spending 7 power points, you create a snow storm occupying a 30-foot radius cylinder that is 60 feet high for 1 minute. It is heavily obscured within the cylinder, and the ground under it is difficult terrain. Each creature that ends its turn within the cylinder must make a Constitution saving throw, taking 3d10 cold damage on a failed save or half as much on a successful one.

Fulminating Kiss (17th Level Required, Lightning). You spend 15 power points and make a melee power attack against a creature within 5 feet of you. On a hit the target takes 15d10 lightning damage. If it this damage reduces it to fewer than 30 hit points, it dies and is reduced to ash.

Funnel (17th Level Required, Thunder). You spend 13 power points to summon a powerful blast of wind for 2 rounds. Each creature within a 40-foot cone originating from you must make a Strength saving throw. If the save is failed, the creature is restrained until the end of your next turn, takes 8d10 thunder damage, and is pushed 20 feet in the direction of the wind.

At the start of your next turn, each creature within the cone makes a new Strength saving throw, and on a failed save, it is restrained until the end of its next turn, takes 8d10 thunder damage, and is pushed 10 feet in the direction of the wind.

A creature which succeeds on its save is unharmed and can move normally, but must spend 4 feet of movement for every foot moved against the wind.

Icy Encasement (11th Level Required, Cold). You spend 11 power points and choose one creature within 60 of you, covering it in ice and snow. It must make a Constitution saving throw. On a failed save, it takes 4d6 cold damage and is restrained. On a successful save, it only takes half of the damage.

A restrained creature makes a new Constitution saving throw at the start of its next turn. On a failed save, it takes 4d6 cold damage and is paralyzed. On a successful save, it only takes half of the damage and is no longer restrained.

A paralyzed creature makes a new saving throw at the start of its next turn. On a failed save, the creature is transformed to ice and petrified until the condition is reversed. A petrified creature reduced to 0 hit points is shattered and dies; it has vulnerability to bludgeoning, fire, and thunder damage. On a successful save, the creature takes 2d6 cold damage and is restrained instead of paralyzed.

After a number of rounds equal to your proficiency bonus, a creature which is not petrified by the expression is no longer restrained or paralyzed by it.

Immolating Shroud (17th Level Required, Fire). You spend 13 power points and choose one creature within 30 feet of you. It must succeed on a Dexterity saving throw or take 4d10 fire damage and become encircled by bands of flame for 1 minute. For the duration, the target takes 1d10 fire damage for every 5 feet it voluntarily moves.

If the target is reduced to 0 hit points from the expression’s damage, the flame collapses to the ground creating a 10-foot radius circle of flame centered on the target. When a creature enters the flame for the first time on a turn or ends its turn there, it must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much on a successful one.

If the target is fully immersed in water or the equivalent, the flames are snuffed and the effect ends. A remove curse spell or the psychic static power will also remove the flames from the target.

Juggled Flames (Fire). By spending 1 power point you create a number of balls of fire equal to your proficiency bonus in your hands that last for up to 1 minute. As an action, you throw one of the balls at a target within 90 feet of you by making a ranged power attack, consuming the ball whether you hit or miss. A target hit by the ball takes 1d8 + your Wisdom modifier fire damage. You can repeat this attack using your action on subsequent turns, provided you have any remaining balls of fire.

For every 2 additional power points you spend, the damage a ball deals increases by 1d8.

Lightning Strikes (7th Level Required, Lightning, Personal). By spending 5 power points, you are charged with energy for 1 minute. While charged, when you take the Attack action, you can make one additional attack. In addition, you can take the Dash or Disengage action as a bonus action. When you use your reaction to make an opportunity attack, you make two attacks instead.

Polar Cross (17th Level Required, Cold). You spend 15 power points and pick a point up to 120 feet from you and trace a line that is 60 feet long and 15 feet wide from that point. A squall of frost begins at one end and rapidly races across the line. Each creature within the path must make a Constitution saving throw. On a failed save, the target takes 8d8 cold damage and is chilled for 1 minute. On a successful save the target only takes half of the damage. A chilled creature makes its saving throws against cold damage and chilling effects with disadvantage.

On the following turn, pick a point along the previous line. A perpendicular line of the same dimensions crosses the previous line’s path. Each creature within the area must make the same Constitution saving throw as the previous effect. If a chilled creature fails this saving throw, it is slowed for 1 minute or until it takes fire damage.

A slowed creature’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic and psionic items, it can’t make more than one melee or ranged attack during its turn.

Shock Clap (Lightning). By spending 1 power point, one creature within 5 feet of you must make a Constitution saving throw. If the save is failed, the creature takes 1d8 + your Wisdom modifier lightning damage and is stunned until the end of its next turn.

Snowy Blight (7th Level Required, Cold). By spending 7 power points, you summon blistering winds against each target within a 15-foot radius sphere up to 120 feet from you. A creature must make a Constitution saving throw. On a failed save, the creature takes 6d6 cold damage and is poisoned for 1 minute. On a successful save, the creature only takes half of the damage. A poisoned creature makes a new Constitution saving throw at the end of each of its turns, and on a success, it is no longer poisoned.

Thunderous Blow (11th Level Required, Thunder, Personal). By spending 9 power points, you shroud your limbs in raw energy for 1 minute. Once during each of your turns, when you hit a target with an unarmed strike, you deal an extra 5d10 thunder damage to it.

Thunderous Shout (7th Level Required, Thunder). By spending 5 power points, you shout in a 30-foot cone. Each creature within the cone must make a Constitution saving throw. On a failed save, the target takes 4d8 thunder damage and is deafened for 1 minute. On a successful save, the target only takes half of the damage.

For every 2 additional power points you spend, the thunder damage increases by 1d8.

Whirling Winds (7th Level Required, Thunder, Personal). By spending 5 power points, you surround yourself with bands of wind for 1 minute. During this time, you are immune to fall damage and have damage resistance against ranged weapons.

Wind Steps (Thunder, Personal). You spend 1 power point to walk on the air for 10 minutes. When you use your action to invoke this elemental expression, and as an action for the duration, you gain a flying speed equal to your walking speed until the start of your next turn.

If you spend 4 additional power points (5), you can gain the flying speed until the start of your next turn as a bonus action. You can also hover for the duration.