Available at GM Binder.
For some transcendents, seeking to exceed their limits leads them to establishing a connection with one of the Elemental Planes. These adherents weave primordial essence into their psychic craft and physical prowess.
This Eclectic Attunement requires the Psychic and Spiritual Handbook (available at therincreative.com and GM Binder).
|3rd||Elemental Magnate, Primordial Infusion|
3rd-level Primordian feature
You gain proficiency with heavy armor and can read, speak, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran,
3rd-level Primordian feature
You adopt an attunement to one of the major Elemental Planes (air, earth, fire, or water) which empowers your class features. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change your attunement to a different Elemental Plane from this feature.
You gain an energy type associated with the Elemental Plane you selected: acid (Earth), cold (Water), fire (Fire), or thunder (air). You can substitute your energy type’s damage in place of the bludgeoning damage of energy powers you manifest and in place of the psychic damage from your Martial Focus feature.
You add energy blast to the list of powers you know. When you manifest an energy power with your energy type, you can add your Wisdom modifier to one damage roll of that power.
In addition, you can manifest an energy power as a bonus action instead of an action a number of times equal to your level in this class, but can’t use your action to manifest a psionic power or cast a spell other than a cantrip this turn. You regain all expended uses when you finish a long rest.
6th-level Primordian feature
The elements answer your summons to defend you. While you have the psionic focused condition, you can make a reaction based on the elemental attunement you chose with your Primordial Infusion feature. You can use this reaction a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Air. When you are hit by a ranged weapon attack, you can take a reaction to reduce the damage by 2d10 + your level in this class. Until the start of your next turn, ranged weapon attacks made against you have disadvantage.
Earth. When you are the target of a ranged attack, you can use your reaction to erect a shield of earth that grants you three-quarters cover until the start of your next turn.
Fire. When you are the target of a melee attack, you can take a reaction to surround yourself with flame. Each creature that attacks you with a melee attack and is within 5 feet of you takes 1d8 + your Wisdom modifier fire damage. The flames dissipate at the start of your next turn.
Water. When a creature moves within 5 feet of you, you can use your reaction to shoot a jet of water at that creature. It must succeed on a Strength saving throw against your power save DC or be pushed 10 feet away from you and knocked prone. Whether it succeeds on the save or not, the creature has disadvantage on melee weapon attacks made against you until the start of your next turn.
10th-level Primordian feature
You have mastered special martial techniques associated with the elemental attunement you chose with your Primordial Infusion feature.
Air. Once each turn when you hit a target with a melee weapon attack, you can attempt to shove your target. A creature must succeed on a Strength saving throw against your power save DC or be pushed 5 feet away from you.
Earth. Each round when you don’t move, the first time you hit a creature with a melee weapon attack, it takes extra weapon damage equal to half your level in this class. In addition, a creature provokes an opportunity attack from you when it enters your weapon’s reach.
Fire. Your movement speed increases by 10 feet and whenever you damage a creature with a melee weapon or an energy power, you don’t provoke opportunity attacks from that creature for the rest of the turn.
Water. You increase your AC by 2 against melee weapon attacks provided you move at least 10 feet during your turn.
15th-level Primordian feature
You gain damage resistance to your energy type.
18th-level Primordian feature
You summon the power of the Elemental Plane you attuned through your Primordial Infusion feature. When you take the Dash action, you can make a melee weapon attack as part of the same action and can take a bonus action to make a second melee weapon attack, provided it is made against a different target.
At your choice, you can convert your weapon damage to your energy type’s damage when you use this feature.