Totemic Powers
How Powers Work
A Totemic Power is a technique of the Spark, trained until it comes on demand. Resonants do not cast spells; they work the Totem's breath through powers they have learned, and every power has a cost.
Reading a power
Every power lists:
- Tier, 1 to 4, and the path, element or manifestation it belongs to.
- Mana cost. Pay it when you use the power. A cost of 0 is free.
- Action. An action, a bonus action, or a reaction to a stated trigger. A few powers are passive and always on.
- Range and duration.
- Prerequisites, if it builds on another power.
- Requirements, if it needs something in the world to work with: water nearby, loose stone, a flame.
Then it says what happens. If it calls for a saving throw, the DC is your save DC. If it calls for an attack roll, use your attack bonus. Both come from your casting ability.
Wreathed
Some Elementalist powers have a second line, marked Wreathed. If you are already Wreathed in that power's element when you use it, that line applies too.
Concentration
Some powers last as long as you concentrate on them. You can concentrate on one power at a time. Using another power that needs concentration ends the first. Taking damage, being incapacitated, or dying can break it.
Requirements and the world
The Spark shapes what is there. A water power needs water to draw on: a river, rain, a full waterskin, the moisture in the air of a swamp. A fire power needs fuel or a flame. Air is everywhere. When a power names a requirement and the world has none of it, the power cannot be used. The GM decides what counts.
Mana and Recovery
Mana
You have 2 mana at level 1 and 2 more at every level after, to 24 at level 12. Powers spend it. Rest restores it, but only near a Totem.
| Where you rest | Short rest | Long rest |
| Core Zone (or a sanctuary or healer-tended town) | All mana | All mana |
| Extended Zone | Nothing | All mana |
| Outside any aura | Nothing | Nothing |
Outside an aura, only what you carry helps: mana crystals, a pulse core, and other stored charge.
Totemic Surge
Once per short rest, when you use a Totemic Power, you may double its damage, radius, duration or range. You gain a second use at level 5 and a third at level 9. Surge never works on a Tier 4 power.
Overchanneling
Drawing on your Core
When your mana cannot pay for a power you know, you may draw on your Core anyway. Spend whatever mana you have left, then make a Constitution saving throw against DC 10 + the power's mana cost.
- On a success, the power works.
- On a failure, it fizzles. You still spend your action, and you are Overchanneled.
Powers with limited uses, such as once per rest, cannot be channeled this way.
How bad it gets
Each failure since your last long rest is worse than the one before. Roll a d5 on the table for that failure: a d10, halved, rounded up.
| Failure since your last long rest | Table |
| First | Minor |
| Second | Severe |
| Third | Traumatic |
| Fourth and after | Make a DC 18 Constitution save. If you fail, roll on Hollowing. |
A long rest clears the count. It does not undo what already happened.
These four are the fracture tiers: Minor, Severe, Traumatic and Hollowing. A power that costs a creature a fracture tier moves its count one step down this ladder, and it rolls on the table it lands on.
Minor
| d5 | Result |
| 1 | Sickened Pulse. Disadvantage on attacks until the end of your next turn. |
| 2 | Backlash Jolt. Take 1d6 lightning damage. Disadvantage on Concentration checks for 1 minute. |
| 3 | Nosebleed. Disadvantage on Charisma checks for 10 minutes. |
| 4 | Whispers. Disadvantage on initiative until your next rest. |
| 5 | Tingling. Disadvantage on Dexterity checks for 1 hour. |
Severe
| d5 | Result |
| 1 | Sickened. Disadvantage on Sage checks. |
| 2 | Totemic Flare. Your element erupts: up to two creatures within 10 ft take 1d6. |
| 3 | Convulsions. Incapacitated until the end of your next turn. |
| 4 | Mana Laceration. Your maximum HP drops by your remaining mana until a long rest. |
| 5 | Delirium. Take 3d6 psychic damage and become confused for 1 minute. |
Traumatic
| d5 | Result |
| 1 | Blood Vessels Burst. Take 3d6 psychic damage. |
| 2 | Memory Bleed. Take 4d6 psychic damage. Your Totemic abilities are locked until a long rest. |
| 3 | Echoed Scream. Stunned until the end of your next turn. Disadvantage on Constitution saves for 24 hours. |
| 4 | Internal Rupture. Take 6d6 force damage and fall prone. |
| 5 | Aura Instability. Creatures within 5 ft take 2d6 damage. |
Hollowing
| d5 | Result |
| 1 | Soul-Fracture. You gain a Hollowed mark. |
| 2 | Uncontrolled Lash. Every creature within 10 ft, you included, takes 4d6 damage. |
| 3 | Aura Explosion. Take 5d10 damage and fall unconscious. |
| 4 | Screaming Reflection. Your worst memory manifests as a phantom the GM controls. |
| 5 | The Brink. Make a Wisdom save when the scene ends or become fully Hollowed. |
The fractured Spark is a dying flame.
Elementalist Powers
Fire
Backburn Recoil (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You flare nearby fire outward or direct your body’s heat to repel. Creature makes Dex save or takes 1d6 fire damage and is pushed 5 ft away. If you are Wreathed, you may trigger this from your own body instead of a nearby fire.
Cinder Lash (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Action. Range: 15 ft. Duration: Instantaneous.
You whip a cinder-trail from flame or your Wreathed limb. Creatures in arc make a Dex save. On fail: take 1d6 fire damage and ignite (1d4). On success: half damage, no ignition. You become Wreathed until the end of your next turn.
Flash Distraction (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You snap cinders or embers into a quick flare. Attacker must make a Con save or attack with disadvantage. On failure, they are also blinded until end of turn. If flame source was from your body, you become Wreathed until end of next turn.
Furnace Palm (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.
You strike with a burning palm or Wreathed grip. On hit: The target takes 1d8 fire damage. If the target is wearing exposed metal armor, they must make a Constitution saving throw. On failure: They suffer disadvantage on their next attack roll. You become Wreathed until the end of your next turn.
Kindle Spark (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.
You produce a physical spark to ignite a flammable surface. Light a small flame (torch, wick, cloth, etc.). If Wreathed, you may ignite by touch as part of this action. If used on a creature’s clothing or worn gear while grappling or flanking, the target must succeed on a Dex save or begin burning (1d4 fire next turn).
Scorch Line (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Action. Range: 15 ft. Duration: Concentration, 1 minutes.
You trace a burning line along the ground, igniting it through fuel or mana. Creatures entering or starting turn in line make Dex save: 1d6 fire, may ignite. Flame persists for duration. If terrain isn’t flammable, your mana sustains it. You are Wreathed while this power is active. If Concentration ends, Wreathed ends immediately.
Scorched Nerves (Tier 1, 0 mana)
Tier 1 Fire. 0 mana. Passive. Range: Self. Duration: Passive.
Your body endures heat where others falter. Gain resistance to fire damage from natural flame. While within 10 ft of a flame, gain +1 to Constitution saves.
Smoke Veil (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.
You draw thick smoke around yourself from a flame or your own Wreathed form. Lightly obscured; gain +2 AC vs ranged attacks. Gain advantage on Hide checks this turn. You are Wreathed for the duration. If Concentration ends, Wreathed ends immediately.
Smother Spark (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Bonus action. Range: 30 ft. Duration: Instantaneous.
You suffocate a small flame from afar. Extinguishes one natural fire (torch, oil patch, campfire). If the flame powers a Totemic ability, the caster must make a Concentration save or it ends. If Wreathed, you may extinguish two flames.
Thermal Instinct (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You release a reflexive burst of heat. Attacker takes 1d4 fire damage. If using metal weapon, must make Strength save or drop it. You become Wreathed until end of next turn.
Wreathed Hand (Tier 1, 1 mana)
Tier 1 Fire. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.
You engulf your hand in controlled flame. Your unarmed strikes deal +1d4 fire damage. You can ignite touched objects or flammable surfaces. Once per turn, a creature that hits you with a melee attack takes 1 fire damage. You are Wreathed for the duration. Losing Concentration ends Wreathed immediately.
Wreathed Initiate (Tier 1, 0 mana)
Tier 1 Fire. 0 mana. Passive. Range: Self. Duration: Passive.
You've learned to bind flame to your own body. While Wreathed: you may touch and shape flame without harm, ignite flammable materials on contact, and unarmed strikes deal +1 fire damage.
Ashwalker (Tier 2, 0 mana)
Tier 2 Fire. 0 mana. Passive. Range: Self. Duration: Passive.
Your skin radiates rising heat. Difficult terrain caused by fire, ash, or debris does not affect you. You are immune to being blinded by natural smoke. When you pass through fire, the flame does not harm you.
Combustion Instinct (Tier 2, 0 mana)
Tier 2 Fire. 0 mana. Passive. Range: Self. Duration: Passive.
You sense how to feed flame through motion. When you move 10 ft or more on your turn, your next fire-based attack deals extra fire damage equal to your proficiency bonus. Requires Air T1 + Fire T1.
Firebrand Path (Tier 2, 2 mana)
Tier 2 Fire. 2 mana. Action. Range: Self. Duration: Concentration, 1 minute. Requires: Open flame or Wreathed.
You ignite the ground behind you as you move. The last 20 feet of your movement each turn leaves a line of fire. Creatures entering the line or starting their turn in it take 1d6 fire damage and must make a Dexterity save or be slowed until the end of their next turn. While this is active you are Wreathed.
Flame Lash Counter (Tier 2, 2 mana)
Tier 2 Fire. 2 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You lash back with fire as you’re struck. The attacker must make a Dexterity save or take 2d6 fire damage and become Blinded until the end of their turn. If the attack misses, they still take 1d6 fire damage.
Flamewake Dash (Tier 2, 2 mana)
Tier 2 Fire and Air. 2 mana. Bonus action. Requires: Wreathed.
You surge forward with explosive momentum. Move up to 20 feet in a straight line, leaving a trail of fire behind you. Enemies who move through the trail take 1d4 fire damage and must make a Dexterity save or fall prone.
Flashboil Nova (Tier 2, 2 mana)
Tier 2 Fire and Water. 2 mana. Action. Range: Self. Duration: Instantaneous. Requires: Water or wet ground, and open flame or Wreathed.
You superheat the moisture around you into a violent burst of steam. Each creature in the area makes a Constitution save. On a failure it takes 2d6 fire and 1d6 force damage, and if it is wet or failed by 5 or more it is blinded by steam until the end of its next turn. On a success it takes half damage and is not blinded.
Inferno Spiral (Tier 2, 2 mana)
Tier 2 Fire. 2 mana. Action. Range: 15 ft. Duration: Instantaneous.
You spin, releasing a ring of roaring flame. Each creature within range must make a Dexterity save. On a failure: take 3d4 fire damage, be pushed 5 ft, and ignite (1d4 fire at the start of their next turn). If you are Wreathed, damage increases by +1d4.
Scorching Cyclone (Tier 2, 2 mana)
Tier 2 Fire and Air. 2 mana. Action. Range: 15 ft cone. Duration: Instantaneous. Requires: Open flame or Wreathed.
You hurl a spiraling burst of heated wind. Creatures in the area make a Dexterity save. On a failure they take 2d6 fire and 1d6 bludgeoning damage and are pushed 10 ft. On a success they take half damage and are not pushed.
Searing Core (Tier 2, 2 mana)
Tier 2 Fire. 2 mana. Bonus action. Range: Self. Duration: Instantaneous.
You concentrate heat into your body, intensifying your flame output. While active: You are Wreathed. Your fire powers or weapon attacks deal +1 die of fire damage once per round. If reduced to 0 HP while this is active, you unleash a fire burst: 10-ft radius, Dex save or 1d8 fire.
Searing Deflection (Tier 2, 2 mana)
Tier 2 Fire and Air. 2 mana. Reaction. Range: Self. Duration: Instantaneous. Requires: Open flame or Wreathed.
You whip superheated air to knock the strike aside. The attack is made at disadvantage. If the attacker is within 5 ft, it takes 1d6 fire damage on a failed Dexterity save.
Smoldering Stand (Tier 2, 2 mana)
Tier 2 Fire. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You stubbornly unleash a blast of flame. Enemies within 5 ft must make a Constitution save or take 2d6 fire damage and be pushed 10 ft away. On success, enemies take half damage and are not pushed.
Steamforged Reflex (Tier 2, 0 mana)
Tier 2 Fire. 0 mana. Passive. Range: Self. Duration: Passive.
Your body adapts to extreme environmental shifts. Ignore natural fog, steam, or heat distortion for visibility and tracking. Whenever you use a fire or water ability, gain +1 AC for 1 round.
Steamline Dash (Tier 2, 2 mana)
Tier 2 Fire and Water. 2 mana. Bonus action. Range: Self. Duration: Instantaneous. Requires: Mist or a puddle, and Wreathed.
You momentarily dissolve into steam and burst forward. Teleport up to 15 ft to a space you can see that holds mist, smoke or steam. Until the start of your next turn you are lightly obscured.
Thermal Snap (Tier 2, 2 mana)
Tier 2 Fire and Water. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You reflexively balance the extreme temperature. You gain resistance to the triggering damage type for 1 round. If you already resist it, you instead redirect 1d6 damage to a creature within 5 ft.
Wildflame Surge (Tier 2, 2 mana)
Tier 2 Fire. 2 mana. Action. Range: 30 ft. Duration: 1 minute.
You call a flame to violently surge toward a target. Make a ranged power attack. On a hit: deal 2d8 fire damage, and target must make a Constitution save or be Blinded until the end of their next turn. If you are Wreathed, the flame leaps from you instead, ignoring the need for another source.
Wreathed Adept (Tier 2, 0 mana)
Tier 2 Fire. 0 mana. Passive. Range: Self. Duration: Passive.
Your body has adapted to the sustained strain of Totemic flame. While concentrating on a Wreathed ability, gain advantage on Constitution saves to maintain it. Once per short rest, refresh your Wreathed state without spending mana. While Wreathed, gain resistance to cold damage.
Wreathed Ascension (Tier 3, 3 mana)
Tier 3 Fire and Air. 3 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute.
Fire and wind pour off your limbs, and the heat lifts you as it would a cinder. While active your speed increases by 10 feet, you glide safely without fall damage, your unarmed strikes deal an extra 1d6 fire damage, and you can make one additional weapon attack when you take the Attack action. Enemies within 5 feet of you at the start of your turn take 1d4 fire damage from your burning wreath.
Water
Condense and Crack (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Bonus action. Range: Self (melee reach). Duration: Concentration, 1 minute | Requires humidity, mist, or thin moisture in air. Requires: Humidity, mist or moisture in the air.
You condense vapor onto your strike and freeze it on contact. While this lasts, your melee power attacks deal an extra 1d6 cold damage on a hit, and the target must succeed on a Dexterity save or have its movement halved until the start of its next turn. While concentrating, you are Wreathed in Tide.
Deflect Flow (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You redirect force with fluid motion. Reduce damage by 1d6 + your casting modifier. If from an elemental source (air, fire, or water), reduce by an extra 1d4.
Flash Freeze (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Bonus action. Range: 30 ft. Duration: Concentration, 1 minutes.
You instantly freeze a patch of water or damp ground. If no water or slick surface is present, this ability fails. Creatures in a 5-ft square must make a Dex save or fall prone. The space becomes difficult terrain until your next turn.
Flowing Barrier (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Action. Range: 30 feet (10-ft wide, 5-ft tall wall). Duration: Concentration, 1 minute. Requires: Nearby water or conjured mist.
You raise a thin sheet of water in defense. The barrier gives half cover to allies behind it, and ranged weapon attacks passing through it are made with disadvantage. While concentrating, you are Wreathed in Tide.
Freezing Needle (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.
You form a sharp ice needle from suspended water. Make a ranged power attack. On hit: 1d8 piercing damage. On hit, target must succeed on a Constitution save or have disadvantage on their next attack roll.
Hydrosense (Tier 1, 0 mana)
Tier 1 Water. 0 mana. Passive. Range: Self. Duration: Passive.
You intuitively feel movement and pressure through water. Advantage on Sage checks involving sound, water, or vibration. You can detect movement through water or mist even when obscured.
Mist Cloak (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.
You wrap yourself in a shifting mist. Lightly obscured; +2 AC vs ranged attacks. Advantage on Subterfuge checks.
Osmotic Control (Tier 1, 0 mana)
Tier 1 Water. 0 mana. Passive. Range: Self. Duration: Passive.
You can find the water in anything that holds it, even the air. You may control liquids with approximately 50% or more water content. You may extract usable water from fog, mist, or airborne vapor within 15 ft. Cannot affect internal bloodstreams.
Ripple Grasp (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You reach through water to disrupt a foe’s motion. Target must succeed on a Strength save or have speed halved and cannot take Reactions until the end of their next turn.
Ripple Shield (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You flash-freeze a watery shield to block the blow. Gain +3 AC vs the triggering attack. If the attack misses, the attacker must make a Strength save or suffer disadvantage on their next melee attack.
Shape Splash (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.
You redirect a splash to obscure or destabilize an attacker. The attack is made with disadvantage. If the attack misses, the ally gains +1 AC until the start of their next turn. If the attacker is wet or standing in water, they must succeed a Strength save or drop a held item.
Wave Pulse (Tier 1, 1 mana)
Tier 1 Water. 1 mana. Action. Range: 15 ft. Duration: Instantaneous.
You send a pressure burst across the surface. Creatures in cone make a Strength save. On fail: 1d6 bludgeoning and pushed 10 ft. Colliding with a surface deals +1d4 damage.
Chill Step (Tier 2, 2 mana)
Tier 2 Water. 2 mana. Bonus action. Range: Self. Duration: Instantaneous.
You flash-freeze the surface beneath you to enhance your next move. Your next movement is treated as difficult terrain for others. You gain +10 ft movement this turn and do not provoke opportunity attacks. Ice melts after 1 round.
Condensation Mastery (Tier 2, 0 mana)
Tier 2 Water. 0 mana. Passive. Range: Self. Duration: Passive.
You draw and compress moisture faster than most can notice. Once per turn, create a usable water source within 5 ft for use in water-based abilities. This does not create drinking water but satisfies environmental requirements.
Condensation Sense (Tier 2, 0 mana)
Tier 2 Water. 0 mana. Passive. Range: Self. Duration: Passive.
You feel moisture through pressure shifts. Detect invisible or hidden creatures moving through wet surfaces or fog within 60 ft. Gain +2 to passive Sage in rain, fog, or coastal areas. Requires Hydrosense + Breath of Motion.
Condensed Pressure Spike (Tier 2, 2 mana)
Tier 2 Water. 2 mana. Action. Range: 30 ft. Duration: Instantaneous.
You rapidly compress a pocket of water on a target. Constitution save or take 3d4 bludgeoning damage and be disoriented (disadvantage on next attack roll). On success: half damage, no disorientation.
Crushing Waveform (Tier 2, 2 mana)
Tier 2 Water. 2 mana. Action. Range: 30 ft. Duration: Instantaneous.
You shape a crashing wall of water and slam it forward. Creatures in the cone must make a Strength save. On a failure: take 2d6 bludgeoning damage, are knocked prone, and pushed 10 ft. On success: take half damage, not pushed or prone.
Frostpiercer (Tier 2, 2 mana)
Tier 2 Water. 2 mana. Action. Range: 60 ft. Duration: Instantaneous.
You flash-freeze a curling blade of ice and fling it outward. All creatures in the line must make a dexterity saving throw. On failure, you deal 2d8 piercing + 1d4 cold damage.
Frozen Barrier (Tier 2, 2 mana)
Tier 2 Water. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You rapidly freeze water into a temporary shield. Target gains +3 AC vs triggering attack. If the attack misses, you may create a 5 ft wide frozen wall segment or shard between the attacker and the target (provides half cover until start of your next turn). If wall would block a path, attacker must make a Strength save or take 1d4 piercing from shattered ice.
Phase Sculptor (Tier 2, 0 mana)
Tier 2 Water. 0 mana. Passive. Range: Self. Duration: Passive.
You manipulate state with instinctive grace. You can change water into mist, mist into ice, or vice versa as a free action once per turn. Ice and water you create are stable enough to use as cover or traction for 1 round.
Tension Break (Tier 2, 2 mana)
Tier 2 Water. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You explode surface tension around you to blast enemies back. All creatures within 5 ft must make a Dex save or take 2d4 bludgeoning damage and be pushed 10 ft. If in a puddle or shallow pool, range expands to 10 ft.
Chill of the Grave (Tier 3, 3 mana)
Tier 3 Water. 3 mana. Action. Range: Self. Duration: Instantaneous.
The caster enters a deliberate ritual sequence, each strike of their frost-infused weapons tracing a point of a six-pointed sigil in hoarfrost on the ground. Make six melee power attacks against a single target. Each hit leaves a clean frost mark. Each miss leaves a fractured one. When the sixth attack resolves the sigil activates. For every hit landed, the target gains 1 stack of Permafrost. For every miss, the caster gains 1 stack of Permafrost. Permafrost stacks as follows: 1 stack is Restrained, 2 stacks is Incapacitated, 3 stacks is Petrified. A creature Petrified by Permafrost may make a Constitution saving throw against the caster's save DC at the end of each of their turns. On a success all Permafrost stacks are cleared and the condition ends. This saving throw applies equally to the caster if they are Petrified by their own misses. Permafrost stacks persist between uses of this ability and accumulate across multiple rounds. At 6 stacks the target is Petrified and immediately takes 12d6 cold damage. If this reduces them to 0 hit points they Shatter and die instantly. For every stack above 6 increase the Shatter damage by 2d6. Conditions applied by Permafrost cannot be reduced or prevented by resistances or immunities to cold damage. Permafrost death clause: if the caster is reduced to 0 hit points before finishing a long rest while they have any Permafrost stacks on them they cannot be stabilised by normal means and die at the start of their next turn.
Icebound Chains (Tier 3, 3 mana)
Tier 3 Water. 3 mana. Action. Range: Self. Duration: Instantaneous.
You freeze the moisture in the air around a point within 60 feet into erupting chains of jagged ice that snap inward. All enemies within 15 feet of the chosen point take 3d6 cold damage and are pulled 10 feet toward the center. Each creature pulled must then make a Strength saving throw. On a failure, they take an additional 3d6 piercing damage and are restrained until the end of their next turn as the chains lock around them. On a success, they take half the piercing damage and are not restrained. Save DC = 8 + your proficiency bonus + your casting modifier.
Icespike Cryodefense (Tier 4, 4 mana)
Tier 4 Water. 4 mana. Action. Range: Self. Duration: Instantaneous.
You shatter ice outward in a violent eruption and sustain a churning frozen shell around your body. On activation, every enemy within 15 feet must make a Constitution saving throw, taking 4d6 piercing + 2d6 cold damage on a failure or half on a success. For the duration, any enemy that enters the aura for the first time on a turn or ends its turn there must make a Constitution saving throw, taking 4d6 piercing + 2d6 cold damage on a failure or half on a success. The ground within 15 feet becomes difficult terrain for the duration. You gain a bonus to AC equal to your proficiency bonus for the duration.
Air
Air Bullet (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: A pebble, marble or ball bearing.
You throw a small stone driven by a powerful tailwind. Make a ranged power attack. On a hit the target takes 1d8 piercing damage and must succeed on a Constitution save or bleed for 1d4 damage at the start of its next turn. The bleeding ends with a successful Survival check against your save DC.
Breath of Motion (Tier 1, 0 mana)
Tier 1 Air. 0 mana. Passive. Range: Self. Duration: Passive.
The breeze follows your step. Gain +5 ft movement speed. Ignore difficult terrain caused by natural wind, mist, or shifting ground.
Buffeting Current (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Action. Range: 15-ft radius aura, centered on self. Duration: Concentration, 1 minute.
You stir the air into a constant push. Enemy ranged attacks against creatures in the aura are made with disadvantage. Allies moving in a direction of your choice gain 5 feet of movement. While concentrating, you are Wreathed in Gale.
Burst Pressure (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.
You shove the air out in front of you hard enough to knock a grown man off his feet. Creatures in the cone must make a Strength saving throw. On a failure, take 1d6 bludgeoning damage and are pushed 10 feet away. On a success, take half damage and are not pushed. Targets that collide with a surface take +1d4 impact damage.
Clear the Air (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Action. Range: 15 ft. Duration: Concentration, 1 minutes Description:.
You forcefully expel gas, mist, and debris from the area. Clears natural fog, smoke, airborne toxins/pollen/gas in the area. Extinguishes small fires and exposes hidden surfaces or traps. Creatures concentrating on obscuring effects must make a Constitution save or lose concentration.
Deflecting Draft (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
The attacker must reroll the attack with disadvantage. If it misses, the projectile is redirected (the GM decides the direction).
Ears Like the Sky (Tier 1, 0 mana)
Tier 1 Air. 0 mana. Passive. Range: Self. Duration: Passive.
You perceive the world through air currents. Advantage on Sage checks involving hearing. Cannot be surprised by creatures approaching through open air. +1 AC vs ranged attacks from flying or elevated enemies.
Echo Current (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Reaction. Range: 60 ft. Duration: Concentration, 1 minutes.
You extend your senses along the air to detect motion or sound. You may immediately make a Sage check to detect hidden creatures or hear obscured sounds. If detecting movement, you also gain advantage on your next Initiative roll.
Pressure Rise (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Bonus action. Range: 15 ft. Duration: Instantaneous.
You compress air beneath your stance, launching upward or forward. Leap up to 10 feet vertically or 15 feet horizontally. You take no falling damage until the start of your next turn.
Sudden Drop (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Action. Range: 10 ft. Duration: Instantaneous.
You forcefully expel gas, mist and debris from the area. Natural fog, smoke, and airborne toxins, pollen or gas are dispelled, small fires go out, and hidden surfaces or traps are exposed. Creatures concentrating on obscuring effects must make a Constitution save or lose concentration.
Whisperstep (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute.
You move with the breeze, silent and fluid. You may move up to 15 feet without provoking opportunity attacks. While this lasts you have advantage on Subterfuge checks and remain Wreathed in Gale.
Wind Snare (Tier 1, 1 mana)
Tier 1 Air. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You twist the air around them in a spiral hold. The creature must make a Strength save or have speed reduced to 0 until the end of their turn.
Advanced Whisperstep (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute.
You move like a whisper on the wind. While this lasts you are Wreathed in Gale. You may move up to 25 feet without provoking opportunity attacks and have advantage on Subterfuge checks until the end of your turn. If you moved through light cover this turn, enemies have disadvantage to track you until the start of your next turn.
Aerodynamic Body (Tier 2, 0 mana)
Tier 2 Air. 0 mana. Passive. Range: Self. Duration: Passive.
You unconsciously adjust your movement to glide with the wind. Gain +1 AC while moving 10+ feet on your turn. You may ignore the first 10 feet of fall distance when calculating fall damage.
Coiling Cyclone (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Action. Range: Self. Duration: Instantaneous.
You generate a continuous spiral of spinning air. While active: Ranged attacks made into or out of the area have disadvantage. Creatures that start their turn or enter it for the first time on their turn in the zone must succeed on a Strength save or be pushed 5 ft and disoriented (disadvantage on opportunity attacks until end of turn). You may move while maintaining the effect, the cyclone follows you.
Crushing Silence (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Reaction. Range: 30 ft. Duration: Instantaneous.
You collapse the air in the creature’s throat and around their focus point, interrupting the flow of mana. The creature must succeed on a Constitution saving throw or: the ability fails to activate, they take 1d6 thunder damage as compressed air ruptures around their core. On a success: The ability succeeds, but the creature suffers disadvantage on their next Concentration check.
Hammering Winds (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Action. Range: Self. Duration: Concentration, 1 minute.
Wind backs every strike. For 1 minute you have advantage on initiative, you can make one additional weapon attack when you take the Attack action, and your first attack each round deals an extra 1d6 bludgeoning damage.
Improved Air Bullet (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Action. Range: 60 ft. Duration: Instantaneous.
You hurl a small stone with a cutting tailwind. Make a ranged power attack. On a hit: target takes 2d8 piercing damage, must succeed a Constitution save or suffer 2d4 bleed damage at the start of their next 2 turns. Bleeding ends early with regaining hit points or a successful Survival check against your save DC.
Improved Burst Pressure (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Action. Range: 15 ft. Duration: Instantaneous.
You shove the air out in front of you hard enough to knock a grown man off his feet. Creatures in the cone must make a Strength saving throw. On a failure: take 2d6 bludgeoning damage and are pushed 15 feet away. On success: take half damage, not pushed. If a creature collides with a surface, they take +1d4 impact damage and are knocked prone.
Improved Deflecting Draft (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
The attacker rerolls the attack with disadvantage. If the attack misses: redirect it or the attacker has disadvantage on their next attack or save. If redirected the projectile may strike another nearby creature within 10 feet (the GM’s choice, or the closest).
Improved Echo Current (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Reaction. Range: 60 ft. Duration: Concentration, 1 minutes.
You trace their presence through the air. Make a Sage check to detect hidden movement or sound. If you detect motion, gain advantage on your next Initiative roll. Gain tremorsense (10 ft) until the start of your next turn.
Improved Pressure Rise (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Bonus action. Range: 30 ft. Duration: Instantaneous.
You launch yourself with compressed wind. Leap 15 ft vertically or 20 ft horizontally. Take no fall damage until the start of your next turn.
Improved Wind Snare (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Reaction. Range: 30 ft. Duration: Instantaneous.
You trap them in a spiral of wind. Target must make a Strength save, on fail: Speed = 0 until end of turn, on success: Speed is halved. Regardless of save, target has disadvantage on their next weapon attack.
Instinctive Draft (Tier 2, 0 mana)
Tier 2 Air. 0 mana. Passive. Range: Self. Duration: Passive.
You sense the slightest movement of air. +2 to Initiative rolls. You cannot be surprised unless blinded or magically silenced.
Pressure Coil (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Bonus action. Range: 15 ft. Duration: Until end of your next turn.
You wind your body in tight air tension. Your next leap, melee, or totemic ability deals +1d8 bludgeoning damage or gains an additional 10 ft push. If not used by the end of your next turn, the air detonates in a 5-ft radius: creatures must succeed on a Strength save or take 1d6 bludgeoning and be pushed 5 ft.
Razor Mistline (Tier 2, 2 mana)
Tier 2 Air and Water. 2 mana. Action. Range: 30 ft x 5 ft line. Duration: Instantaneous. Requires: Mist, droplets or airborne moisture.
You propel slicing vapor in a narrow line. Creatures in the line make a Dexterity save or take 2d6 slashing and 1d4 cold damage and have their speed halved for 1 turn. A target that is already wet takes an extra 1d4 cold damage.
Slipstream Cloak (Tier 2, 2 mana)
Tier 2 Air and Water. 2 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute. Requires: Mist or water within 10 ft.
You wrap yourself in chill wind and swirling droplets. Until the effect ends, attacks against you from more than 5 ft away are made at disadvantage, and you have advantage on Subterfuge and Acrobatics checks.
Sonic Vent (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Action. Range: 15 ft. Duration: Instantaneous.
You blast a piercing wave of compressed sound and wind. Creatures in the line make a Constitution save. On a failure: take 3d4 thunder damage and become Deafened until the end of their next turn. Creatures concentrating on a power or effect roll their save at disadvantage.
Vacuum Crush (Tier 2, 2 mana)
Tier 2 Air. 2 mana. Action. Range: 30 ft. Duration: Instantaneous.
You collapse the air around a creature’s lungs and inner ear. The target must make a Constitution saving throw. On a failure: take 2d6 bludgeoning damage and become Stunned until the end of their next turn. On a success: take half damage.
Vapor Snare (Tier 2, 2 mana)
Tier 2 Air and Water. 2 mana. Reaction. Range: 30 ft. Duration: Instantaneous.
You condense the air into a sudden curtain of icy fog. The creature must make a Strength save or be slowed to half speed and lose its reactions until the end of its turn.
Glacial Tempest (Tier 3, 3 mana)
Tier 3 Air and Water. 3 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute.
Wind and sleet pour off your limbs, and you move inside your own small storm. While active your speed increases by 10 feet, you glide safely without fall damage, your unarmed strikes deal an extra 1d6 cold damage, and you can make one additional weapon attack when you take the Attack action. Enemies within 5 feet of you at the start of your turn take 1d4 piercing damage from your wreath.
Tempest Incarnate (Tier 3, 3 mana)
Tier 3 Air. 3 mana. Action. Range: Self. Duration: Instantaneous.
You become a living conduit of storm and wind, your form blurring with gale-force motion. For the duration, you gain a flying speed of 40 feet, your movement speed increases by 10 feet, and you glide safely without fall damage. Your melee attacks deal an additional 1d6 force damage. You gain the Extra Attack feature, and once per turn when you take the Attack action you may move up to 10 feet in a straight line between attacks that attack deals an additional 1d4 thunder damage. You gain resistance to lightning and thunder damage. As a bonus action on each of your turns, you may force one creature you can see within 30 feet to make a Dexterity saving throw, taking 2d6 lightning damage and 2d6 force damage on a failure or half on a success. When Tempest Incarnate ends, you must succeed on a DC 15 Constitution saving throw or gain 1 level of Exhaustion and lose your next bonus action as the storm dissipates from your system.
Survivalist Powers
Adrenaline Kick (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You surge forward with instinct. Gain +10 ft movement until the end of your turn. You may Dash or Disengage as a free action once this turn.
Agility Surge (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.
You heighten every nerve and tendon. You have advantage on Dexterity checks and saves. While active you can use an object as a bonus action, and once per turn you may draw, stow or reload a weapon without spending an action.
Core Strength (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.
You turn mana into raw force within your body. For the duration you have advantage on Strength checks and saves, and when you win a contested Strength check such as a grapple or shove you deal 1d6 bludgeoning damage to the target.
Counterstep (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.
You sidestep and retaliate. Move 5 ft, then make a single melee attack. On hit: target’s speed is halved.
Deadeye Instinct (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
Your aim thrives on motion and pressure. Once per turn, you may reroll a ranged attack if your target moved this round. Gain +1 to damage if you haven't moved on your turn.
Deadly Tactician (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.
You read every movement and exploit every flaw. For the duration you have advantage on Intelligence checks and saves, and once per turn after you hit a creature you may deal an extra 2d6 damage as you strike its weakness.
Disarm Timing (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.
You catch them wide open. Target makes a Dex save or drops one held weapon. On fail by 5+: you may kick the weapon 10 ft away.
Draw, Fire, Fade (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Requires: Level 3.
When you hit with a ranged attack, you may move 5 ft without provoking opportunity attacks. If you move more than 10 ft in a turn, ranged attacks against you are made with disadvantage.
Duck and Fire (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You drop low and fire at close range. Make a ranged attack. On hit: Target has disadvantage on melee attacks until end of turn.
Earthen Stance (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Until the start of your next turn.
You brace and harden your stance against oncoming blows. Weapon damage against you is halved, and a critical hit against you becomes a normal hit.
Footsnare (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: 5 ft. Duration: Instantaneous. Requires: Loose materials (rope, wire, vines).
You place a concealed snare in an adjacent space. The trap remains for 1 minute or until triggered. The first creature to enter the space must make a Dexterity saving throw. On failure: The creature is Restrained until the end of their next turn. Creatures aware of the trap are not affected. You may only have one Footsnare active at a time.
Grappler's Intuition (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
You may reroll 1 failed grapple or shove check per turn.. Enemies grappled by you suffer -2 to attack rolls against others.
Hard Parry (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You meet the strike with grit and timing. Reduce the damage by 1d6 + STR modifier. Gain +1 AC vs that attacker until the start of your next turn.
Iron Will (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: Instantaneous.
You end one condition affecting you: frightened, slowed or stunned.
Longshot Poise (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
You ignore disadvantage from long range with bows or crossbows. You gain +1 damage with ranged attacks made from over 30 ft away.
Low Profile (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You drop low, tighten your movements, and steady your breath. Until the start of your next turn: Gain +2 AC against ranged attacks. Have Advantage on Subterfuge checks If you moved less than 10 ft this turn, you may also hide even when lightly obscured.
Opportunist's Edge (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
Your opportunity attacks deal +1d4 damage.. You may make 2 opportunity attacks per round.
Pack Hunter (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: 5 feet. Duration: Until the start of your next turn.
You release a predator's aura that spurs your pack to strike. Until the start of your next turn, you and an ally within 5 feet have advantage on attack rolls against foes you share.
Pain Tolerance (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: 1 round.
You resist punishment. Bludgeoning, piercing and slashing damage against you is halved until the start of your next turn.
Pillar Strike (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You channel brutal strength into a decisive blow. Until the end of your turn, melee weapon attacks that use your Strength deal an extra 1d8 damage. If one drops a creature to 0 HP, you may immediately try to shove another adjacent creature.
Precision Flurry (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You unleash a flurry of precise strikes. Until the end of your turn you can make one additional attack with a Dexterity-based weapon. If both attacks hit the same target this turn, deal an extra 1d6 damage.
Predator's Poise (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: 1 round.
For 1 round you have advantage on Sage and Influence checks, and you add your Wisdom modifier to your next damage roll.
Quick Snare (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: 5 ft. Duration: Instantaneous. Requires: Loose materials (rope, wire, vines).
You instinctively trigger a crude snare or tripline as a foe approaches. The creature must make a Dexterity saving throw. On a failure: the creature takes 1d6 piercing or bludgeoning damage (based on the material used). The creature’s movement is reduced to 0 until the end of its turn.
Relentless Pursuit (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: Instantaneous.
You run down your prey. You Dash as a bonus action and can make a weapon attack.
Rooted Grip (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
Advantage on saves vs being shoved or moved. While wielding a two-handed melee weapon, gain +1 AC.
Snap Aim (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You instinctively let loose as they pass. Make a ranged weapon attack. On hit: the attack deals half damage, the target must make a Dexterity saving throw or have their movement reduced to 0 until the end of their turn.
Spark Surge (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: self. Duration: 1 round.
Until the end of your turn you add +2 to Strength and Dexterity checks and your jump distance doubles.
Stagger Stance (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
While not in heavy armor, the first melee attack against you each round is made at disadvantage. When you Dodge, you may move 5 ft without provoking. Grappler’s Intuition () You may reroll 1 failed grapple or shove check per turn. Enemies grappled by you suffer -2 to attack rolls against others.
Stoneheart Endurance (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.
You anchor yourself, unshakable as stone. You have advantage on Constitution checks and saves, and once per turn when you take damage you may reduce it by your Constitution modifier (minimum 1).
Tactical Patience (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
You know how to read the field and wait for the opening. If you Ready an action to fire or shoot as a Reaction: You gain +2 to hit, and The attack cannot be made at disadvantage due to range or light.
Tactile Flow (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
You’re hard to bind and easy to rebalance. Advantage on Acrobatics and Athletics checks Once per round, you may reroll a failed check to escape a grapple, stand up from prone, or vault/climb.
Totem Sight (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.
You sharpen your instincts to sense the unseen. You have advantage on Wisdom checks and saves, and blindsight out to 10 feet.
Totemic Reflex (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You duck, twist, or instinctively shift.
Track Sign (Tier 1, 1 mana)
Tier 1 Survivalist. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.
You assess wind, terrain, and micro-disturbances. Make a Survival or Sage check with Advantage to locate: Hidden trails. Recent footprints. Creatures that passed within the last hour If successful, you or an ally gains Advantage on the next tracking or ambush-related roll.
Tracker's Rhythm (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
You move light and loose, the way a hunter learns to. While not wearing heavy armor: gain +1 AC. Gain +1 to Initiative rolls. If you hit with an Opportunity Attack, you may move 5 ft immediately afterward.
Warstance Flow (Tier 1, 0 mana)
Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
When you score a melee critical hit, you may push the target 5 ft or knock them prone. You have advantage on saves vs effects that would knock you prone.
Alkaline Blood (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Action. Range: Self. Duration: Instantaneous.
You flood your body with mana, neutralizing the effect of one poision currently affecting you.
Anchor Stance (Tier 2, 0 mana)
Tier 2 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
While you remain in the same space for the entire round: Gain +1 AC Your opportunity attacks do not use your Reaction
Blood Trail Instinct (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Action. Range: 60 ft. Duration: Instantaneous.
You hone in on a wounded target. Choose a creature that is below half HP and that you can see or smell. You have Advantage on Sage and Survival checks to follow them for 1 hour. Your next attack against them within that time deals +2d6 damage.
Find Out (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You brace and retaliate on instinct. Reduce the damage by 1d10 + STR mod. If you’re still standing, immediately make a melee attack against the attacker.
Flee Denial (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Reaction. Range: 60 ft. Duration: Instantaneous.
You fire as they expose their back. Make a ranged weapon attack. On hit: target must make a Dexterity save or drop prone.
Hook and Twist (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Reaction. Range: 5 ft. Duration: Instantaneous.
You catch them trying to escape. Target makes a Dexterity save. On failure: they are knocked prone and stopped. On success: they escape but provoke an opportunity attack anyway.
Improved Spotter’s Focus (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Bonus action. Range: Self. Duration: Instantaneous.
Until end of your turn, your next ranged attack: ignores 3/4 cover, crits on 19-20, on hit, the target cannot benefit from cover until the end of their next turn.
Pack Reflex (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You close the gap and strike without thinking. Move up to 10 feet toward the attacker. Make a melee or ranged weapon attack as part of this.
Pressure Shot (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Action. Range: 60 ft. Duration: Instantaneous.
You fire a perfectly timed shot at a charging enemy or casting foe. Make a ranged attack. On hit: Target must succeed a Concentration check (if concentrating), or. If they moved this round, they take +1d8 damage and must make a Con save or be staggered (disadvantage on next attack).
Reflexive Shot (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Reaction. Range: 60 ft. Duration: Instantaneous.
You reactively fire a shot to intercept the threat. Make a ranged weapon attack against the attacker. If your attack roll equals or exceeds their attack roll, the incoming projectile is deflected or disrupted, and the triggering attack automatically misses. If the shot still hits, the target takes weapon damage as normal.
Scent the Feint (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You read their false movements and reposition. Move up to 10 feet and ignore difficult terrain. Until the end of your next turn, attacks from that creature are made with disadvantage.
Silent Footfall (Tier 2, 0 mana)
Tier 2 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
Your movement and posture become instinctively quiet. You may always attempt Subterfuge checks, even while moving or talking Gain Advantage on Subterfuge checks made while in natural terrain
Suppression Expert (Tier 2, 0 mana)
Tier 2 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
Your fire keeps heads down. When you hit a creature with a ranged attack, they have disadvantage on their next ranged attack before the end of their next turn You gain +2 to Initiative
Terrain Meld (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Bonus action. Range: Self. Duration: 1 minute.
You adjust your posture and breathing to blend into your surroundings. While stationary: You gain heavily obscured status against creatures relying on sight (in dim light or cover). You may make ranged attacks without revealing your position. If you move, the effect ends at the start of your next turn.
Totemic Override (Tier 2, 2 mana)
Tier 2 Survivalist. 2 mana. Action. Range: Self. Duration: Concentration, 1 minutes.
You stop thinking and start hunting. For 1 minute, you gain: Advantage on initiative rolls. Your first attack each round deals +1d6 damage. You may take the Dash or Disengage action as a Bonus Action once during this duration.
Totemic Pressure (Tier 2, 0 mana)
Tier 2 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
You are hard to move, and moving you hurts. Enemies within 5 ft of you have disadvantage on contested Strength checks (grapples, shoves, etc.) Once per round, when you resist being moved, the source takes 1d4 bludgeoning damage
Wounded Fury (Tier 2, 0 mana)
Tier 2 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.
While you are below half HP: Melee weapon attacks gain +1 damage die once per round You may reroll 1 failed melee attack roll per round.
Bloodrush (Tier 3, 3 mana)
Tier 3 Survivalist. 3 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.
You push your body past what it was built for, and for a while it keeps up. For the duration, your movement speed is doubled, you gain +2 AC, you gain one additional action on each of your turns, and you gain one additional reaction between each of your turns. The additional action is unrestricted, it may be used for any action you could normally take. While Bloodrush is active, your Flow State cannot decay or be lost, it is locked at its current level. If you are below Flow 2 when you activate Bloodrush, you immediately advance to Flow 2.
Predator’s Focus (Tier 3, 3 mana)
Tier 3 Survivalist. 3 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.
The world narrows to whatever is moving, and what it means to do. While concentrating: you gain an additional weapon attack when you take the Attack action, melee or ranged weapon attacks deal +1 damage if the target moved this round. Concentration ends early if you miss with two consecutive attacks on the same turn.
Aberrant Powers
Solshade
Abyssal Drag (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 15 ft cone. Duration: Instantaneous. Requires: A shadow nearby.
You project a wedge of shadow that drinks the light. Creatures in the cone make a Constitution save or take 1d6 necrotic damage and are pulled 10 feet closer.
Black Thread (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You tether your essence to a creature’s shadow. Choose one creature you can see in dim light or darkness. At the end of the power or when you choose to end it early, you may teleport to an unoccupied space within 5 feet of the target. If the tethered creature dies, becomes invisible, or leaves range, the tether ends early (no effect). This teleportation cannot be triggered more than once per turn.
Bright Eyes (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Your eyes adapt unnaturally well to fluctuations in light. You can clearly see through Spark-made bright light or flares. Advantage on saving throws against blinding light-based effects. Dim light is treated as bright light for your Sage checks.
Ebon Mask (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Advantage on Subterfuge checks while in dim light or darkness.
Evasive Shimmer (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Reaction. Range: Self. Duration: Instantaneous. Requires: In dim or bright light.
You shimmer out of the line of the blow. Move 10 ft without provoking opportunity attacks. If you moved into dim light or Spark-made light, attacks against you have disadvantage until the start of your next turn.
Flare Ward (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Reaction. Range: Self. Duration: Instantaneous. Requires: In dim or bright light.
You emit a sudden burst of radiant light to disorient your attacker. It makes a Constitution save or has disadvantage on the triggering attack. If the attack misses, the attacker is blinded until the start of its next turn.
Flashstep (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Bonus action. Range: 15 ft. Duration: Instantaneous.
Bend and refract light around yourself to appear elsewhere in a shimmer. You teleport up to 15 feet to a space you can see. You may pass through a narrow opening, as small as 6 inches wide, if unarmored.
From The Shadows (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
While in dim light or darkness, gain +2 to initiative rolls.
Highbeam (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 15 ft cone. Duration: Instantaneous. Requires: In dim or bright light.
You emit a flash of bright light from your palm. Creatures in the area make a Constitution save. On a failure they take 1d8 radiant damage and are blinded until the end of their turn.
I Have Darkvision (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
The dark gives up its shapes to you. Gain Darkvision out to 60 ft, seeing in natural darkness as if it were dim light. Does not function if blinded, and does not pierce Spark-made darkness.
Light Beam (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.
You hurl a focused bolt of light at a creature. Target makes a Dexterity save. On a failure, take 1d8 radiant damage and glow brightly for 1 minute. While glowing, the target can’t benefit from invisibility or obscurement.
Nocturne Step (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Your steps barely make a sound in low light. Gain +5 ft movement speed while in dim light or darkness. You are immune to difficult terrain caused by organic matter such as vines, overgrowth, or bone piles.
Phantom Rend (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: Self. Duration: Instantaneous.
Make a melee power attack against a creature within 10 feet. On a hit: the target takes 1d8 necrotic damage. At the start of their next turn, they must succeed on a Constitution saving throw or take 1d4 psychic damage from the lingering tear. A creature can only suffer this delayed psychic damage once per turn.
Purelight Sword (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute. Requires: In dim or bright light.
You manifest a small blade of pure light. It counts as a simple melee weapon you are proficient with, deals 2d4 radiant damage on a hit, and has the finesse, light and thrown properties. You shed bright light in a 15 foot radius.
Radiant Rebuke (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
A pulse of retaliatory light lashes outward in a quick arc. The attacker must succeed on a Dexterity save or take 1d6 radiant damage.
Refraction Instinct (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Your movements subtly shift based on the angles of light. Gain +1 AC when under direct light (natural or Spark-made). Advantage on saving throws against illusions that rely on vision.
Refraction Veil (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute. Requires: In dim or bright light.
You bend the light around you. You gain +2 AC until the start of your next turn. If an enemy misses you with a melee attack while this is active, you may move 5 ft without provoking opportunity attacks.
Retreating Shade (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You slip away through the nearest shadow. Teleport 10 ft into an unoccupied space in dim light or darkness.
Seeing Stars (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: Self. Duration: Instantaneous.
You emit a sharp burst of gleaming light. Creatures in the cone make a Constitution save or suffer disadvantage on their next attack roll.
Shadow Pin (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: A shadow nearby.
You fire a shard of shadow that sticks to your foe's shadow and anchors it. Make a ranged power attack. On a hit it takes 1d8 necrotic damage and must succeed on a Strength save or be unable to Dash or Disengage for one turn.
Shadow Sink (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You collapse partially into the shadows to lessen the blow. Gain resistance to the damage of the triggering attack. If in dim light or darkness, you may move 5 ft as part of this reaction.
Shroud Veil (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Bonus action. Range: Self. Duration: 1 round. Requires: Dim light or darkness.
You blur the boundaries of your silhouette. Until the start of your next turn, attacks against you have disadvantage if you are in dim light or darkness. If you are in full darkness, you also gain +1 AC during this duration.
Shroudstep (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 30 ft. Duration: Instantaneous. Requires: Dim light or darkness.
You blink between shadows. Teleport from one dim light or darkness space to another within range. You must begin and end in dim light or darkness.
Solar Flare (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 25 x 5 ft line. Duration: Instantaneous. Requires: In dim or bright light.
A whip of light lashes out in a narrow line. Creatures in the line make a Dexterity save or take 2d4 radiant damage, half on a success.
Solar Lance (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: In dim or bright light.
You hurl a concentrated beam of sun-charged light at a distant foe. Make a ranged power attack. On a hit the target takes 1d8 radiant damage and must succeed on a Constitution save or be pushed 10 ft away.
The Party's Face (Tier 1, 0 mana)
Tier 1 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Your aura subtly radiates confidence and clarity. Gain +1 to Influence checks in daylight or torchlight. Creatures attempting to deceive you in direct light have disadvantage on the Influence check.
Umbral Grasp (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Action. Range: 30 ft. Duration: Instantaneous. Requires: A shadow nearby.
You extend a tendril of darkness that clings to the target's limbs. It makes a Strength save. On a failure it takes 1d4 necrotic damage, its speed is halved and it has disadvantage on Dexterity saves until the end of its next turn, and it takes another 1d4 necrotic damage at the start of your next turn.
Umbral Snap (Tier 1, 1 mana)
Tier 1 Solshade. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
A burst of shadow lashes out at the attacker. They must succeed on a Dexterity save or take 1d6 necrotic damage and lose their reaction until the start of their next turn.
Cloak of Dread (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute. Requires: A shadow nearby.
You surround yourself with flickering shadows. Enemies within 10 feet of you at the start of their turn make a Wisdom save or are frightened until the end of their turn. A creature that succeeds is immune until the end of your next turn.
Cloying Dark (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Bonus action. Range: 30 ft cone. Duration: Instantaneous. Requires: A shadow nearby.
You release a cloud of murky shadow that clings to vision. Creatures in the cone make a Wisdom save or are blinded until the start of your next turn, and cannot use darkvision for that time.
Creeping Hollow (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Bonus action. Range: 30 ft. Duration: 1 round. Requires: A shadow nearby.
You send your shadow crawling beneath a foe's notice. Until the end of your next turn you don't provoke opportunity attacks from that creature, and you have advantage on Subterfuge and Influence checks against it. If it ends its turn within 10 ft of you, it makes a Wisdom save or has disadvantage on Sage checks for 1 minute.
Crushing Void (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: 30 ft cone. Duration: Instantaneous. Requires: A shadow nearby.
You collapse the light around you into an unnatural vacuum. Creatures in the cone make a Dexterity save. On a failure they are knocked prone, their speed drops to 0 until the start of their next turn, and they take 1d8 necrotic and 1d4 force damage. On a success they take half damage and nothing else.
Dazzling Surge (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: Self. Duration: Instantaneous.
You unleash a controlled explosion of radiant pressure. All allies in the radius end one effect causing blindness, fear, or charm. All enemies in range take 1d8 radiant damage and must succeed on a Constitution save or lose their reaction until the start of their next turn. If cast in sunlight or Spark-made bright light, all enemies have disadvantage on the save.
Deadlight Mask (Tier 2, 0 mana)
Tier 2 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Your shadow appears false or broken. Disadvantage on Sage checks made to detect your emotional state or location. When successfully hiding, you cannot be revealed by Spark-made light alone.
Divine Glint (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: Self. Duration: Instantaneous.
You redirect a flash of protective light to intercept danger. The attacker must make a Wisdom saving throw or suffer disadvantage on the triggering attack. If the attack misses, your ally gains +1 AC for 1 minute or until their next action. If the attack hits, it deals radiant backlash (1d4) to the attacker.
Dusk to Dawn (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute. Requires: A light source and a shadow nearby.
For 1 minute you count as standing in both bright light and darkness for every effect, ability and passive. During this time you have advantage on Dexterity saves and your speed increases by 10 ft.
Echo of Dusk (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Reaction. Range: Self or 30 ft. Duration: Instantaneous. Requires: A light source and a shadow nearby.
You split the impact into a mirrored illusion of light and shadow. Reduce the damage taken by 1d8 + your casting modifier. The attacker must make a Dexterity save or have disadvantage on its next attack roll.
Eyes of the In-Between (Tier 2, 0 mana)
Tier 2 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
You can see normally in both Spark-made light and Spark-made darkness out to 60 ft. Gain advantage on Sage checks made in dim light.
Grasping Shadow (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Reaction. Range: Self. Duration: Instantaneous. Requires: A shadow nearby.
Your shadow seizes the creature. It makes a Strength save or is restrained until the end of its current turn. You can then move 5 ft without provoking opportunity attacks from it.
Grave Shroud (Tier 2, 0 mana)
Tier 2 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
While in dim light, darkness, or under half HP: advantage on saves against charm and fear, and gain +1 AC until the start of your next turn after taking damage.
Hauntstep (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Bonus action. Range: 20 ft. Duration: Instantaneous. Requires: A shadow nearby.
You leave a false presence behind as you shift. Teleport up to 20 ft to a space in dim light or darkness. Until the start of your next turn, the space you left holds a ghostly echo, and the next attack made against that space automatically misses.
Lightforged Vitality (Tier 2, 0 mana)
Tier 2 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
You are sustained by radiant energy. When you regain HP from a power or ability, gain temporary HP equal to your casting modifier once per turn. Once per long rest, if reduced to 0 HP while in bright light, drop to 1 HP instead.
Luminance Step (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Reaction. Range: 30 ft. Duration: Instantaneous. Requires: In dim or bright light.
You become a stream of radiant light and reform elsewhere. Teleport to an unoccupied space in bright light you can see within 30 ft; a dim or dark space costs 1 more mana. You then gain +2 AC until the start of your next turn. Up to two enemies you pass through take 1d6 radiant damage, Dexterity save for half.
Radiant Overflow (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Bonus action. Range: Self. Duration: Instantaneous.
You burn bright enough that no one near you can bear to look. You shed bright light in a 20-ft radius, dim light for 40 ft. Each creature that starts their turn within 10 ft must succeed a Constitution save or take 1d4 radiant damage and have disadvantage on the next attack until start of their next turn. A creature that succeeds is immune to this aura until your next turn.
Retina Shift (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: A light source and a shadow nearby.
You fire a beam infused with light and shadow at a target that is not blinded. It makes a Constitution save. On a failure it takes 2d6 radiant and 2d6 necrotic damage, and the next save it makes before the end of its next turn is at disadvantage. On a success it takes half damage and suffers no penalty.
Shadow Echo (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: A shadow nearby.
You imprint a delayed pulse of shadow on a space or a creature. At the start of your next turn, every creature within 10 ft of it makes a Wisdom save or takes 2d6 psychic damage and loses its reactions until the start of its following turn. Enemies who leave and re-enter the zone before it detonates have disadvantage on the save.
Solar Eclipse (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: 20-ft sphere centered on a point within 60 ft. Duration: Instantaneous. Requires: A light source and a shadow nearby.
A radiant corona and core of darkness swirl into being. Creatures in the area make a Constitution save. On a failure they take 1d6 radiant and 1d6 necrotic damage and are stunned until the end of their next turn. On a success they take half damage and are not stunned.
Solar Gust (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: Self. Duration: Instantaneous.
You unleash a sweeping fan of blinding, arcing light. All creatures in the cone make a Dexterity save. On a fail, take 3d6 radiant damage and are blinded until the start of their next turn. On a success, take half damage and are not blinded. Targets in Spark-made darkness have disadvantage on the save.
Solar Recoil (Tier 2, 0 mana)
Tier 2 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
Your body stores fragments of searing radiance. When you are hit by a melee attack, deal 1 radiant damage to the attacker once per round. If under direct sunlight or Spark-made light, this increases to 2 damage.
Veilwoven Presence (Tier 2, 0 mana)
Tier 2 Solshade. 0 mana. Passive. Range: Self. Duration: Passive.
While in bright or dim light, you appear as a shimmering distortion when moving while hidden, allowing Subterfuge checks even when lightly obscured. Creatures have disadvantage on opportunity attacks against you if you moved 10 ft or more this turn.
Well of the Underworld (Tier 2, 2 mana)
Tier 2 Solshade. 2 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: A shadow nearby.
Shadows erupt from below as clawing hands and spectral limbs, bursting upward in a 20 ft radius. Creatures in the area make a Constitution save. On a failure they take 2d6 necrotic and 1d6 psychic damage and are rattled, with disadvantage on their next attack roll. On a success they take half damage.
Eclipse Grasp (Tier 3, 3 mana)
Tier 3 Solshade. 3 mana. Action. Range: 60 feet. Duration: Concentration, 1 minute. Requires: A shadow nearby.
You extend branching filaments of lightless shadow that pierce up to three creatures within range. Each makes a Strength save. On a failure it takes 3d6 necrotic damage and is restrained until the start of your next turn, and while restrained it cannot teleport, turn invisible or benefit from cover. On a success it takes half damage and is not restrained. While at least one target stays restrained, you are lightly obscured in flickering shadow and have advantage on concentration checks for this effect.
Twin Foil (Tier 3, 3 mana)
Tier 3 Solshade. 3 mana. Action. Range: Self. Duration: Instantaneous.
You split your Spark between light and shadow simultaneously, manifesting a dark mirror of your own power. While Twin Foil is active, every Sol or Shade ability you use that deals damage produces an inverted echo, sol abilities deal additional necrotic damage, Shade abilities deal additional radiant damage. The additional damage equals 1d6 per Tier of the triggering ability (1d6 for Tier 1, 2d6 for Tier 2, 3d6 for Tier 3). This bonus damage applies to all targets of the triggering ability. Twin Foil cannot be applied to abilities that deal both radiant and necrotic damage simultaneously.
Tempranox
Chronal Blur (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Action. Range: Self. Duration: Instantaneous.
You flicker slightly between overlapping moments. Until the start of your next turn: you and allies in the aura have advantage on Dexterity saving throws, the first attack made against anyone in the aura is made with disadvantage. You may move 10 ft as part of this action, ignoring difficult terrain.
Chronal Step (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Bonus action. Range: Self (5 feet). Duration: Instantaneous.
You fold a second and step through its crease. Move up to 10 feet in any direction without provoking opportunity attacks. If you end adjacent to a creature, you have advantage on your next melee attack before the end of your turn.
Lag Lock (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Bonus action. Range: 30 ft. Duration: Instantaneous.
You tag a target with a micro-delay in their internal rhythm. The target must succeed a Constitution save or: their speed is halved until the start of your next turn, their next reaction cannot be used (even if triggered). If they fail by 5 or more, they are also last in initiative next round.
Moment Trap (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.
You catch the place they stood a moment ago, and pull them back to it. The creature must succeed a Dexterity save or: be dragged 5 ft backward, suffer disadvantage on Dexterity saves until the end of their turn.
Premonition Reflex (Tier 1, 0 mana)
Tier 1 Tempranox. 0 mana. Passive. Range: Self. Duration: Passive.
You've glimpsed the moment before it happens. Once per short rest, when targeted by an attack, move 5 ft as a free reaction before the attack roll resolves. If this movement places you behind cover, the attack is made at disadvantage.
Split Second Instinct (Tier 1, 0 mana)
Tier 1 Tempranox. 0 mana. Passive. Range: Self. Duration: Passive.
You act between seconds. Gain +1 to Initiative and cannot be surprised unless asleep or unconscious. Once per short rest, you may ready an action as a bonus action instead of a full action.
Temporal Parry (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You skip the moment just before impact. Reduce the damage by 1d6 + your casting modifier. If reduced to 0 damage, the attacker loses their next Reaction.
Timebend Shot (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Action. Range: 15 ft. Duration: Instantaneous.
You twist probability around your shot. Make a ranged weapon attack. On a hit: deal normal damage. Whether it hits or misses, you may declare a single re-roll of that attack later in the day (1/short rest).
Timed Step (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You momentarily step half a second forward. Teleport 10 ft to an unoccupied space you can see. Until the end of your turn, the next opportunity attack against you automatically misses. You may move through creature spaces as if they weren’t there.
Timeripple Cut (Tier 1, 1 mana)
Tier 1 Tempranox. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.
You strike, but the wound appears after your blade passes. Make a melee weapon attack. On hit: deal normal weapon damage. The target must make a Constitution saving throw or take 1d4 psychic damage at the start of their next turn from delayed trauma. If they move before the damage triggers, they instead take 1d6 as the disruption ripples.
Accelerated Rhythm (Tier 2, 0 mana)
Tier 2 Tempranox. 0 mana. Passive. Range: Self. Duration: Passive.
You are always just ahead of impact. Your first melee weapon attack each combat round deals +1d6 psychic damage if you moved at least 10 ft that turn. When you Ready an action, it may trigger at the start of a creature's turn rather than its trigger.
Foldstep (Tier 2, 2 mana)
Tier 2 Tempranox. 2 mana. Bonus action. Range: Self. Duration: Instantaneous.
You slip briefly out of time, teleport up to 15 feet and take your turn normally; until the end of your turn your weapon attack rolls have advantage, opportunity attacks against you are made at disadvantage, and creatures targeting your original position attack with disadvantage; at the end of your turn you return to your starting space or the nearest unoccupied space.
Twin Timeline (Tier 2, 0 mana)
Tier 2 Tempranox. 0 mana. Passive. Range: Self. Duration: Passive.
You exist in two micro-outcomes at once. Once per round, when you miss a weapon attack or fail a save, roll again and take the second result. You can only hold one twin moment at a time; if unused by end of round, it fades.
Fractured Tempo (Tier 3, 3 mana)
Tier 3 Tempranox. 3 mana. Bonus action. Range: Self. Duration: Instantaneous.
Time runs faster for you than for anyone around you. For the duration, you gain +20 feet of movement speed and your weapon attacks deal an additional 1d6 psychic damage on a hit. When you hit a creature, it must succeed on a Dexterity saving throw or have its speed halved until the start of your next turn. If a creature fails this save while its speed is already halved, its speed is instead reduced to 0 until the start of your next turn. Save DC = 8 + your proficiency bonus + your casting modifier.
Perfect Coordination (Tier 3, 0 mana)
Tier 3 Tempranox. 0 mana. Passive. Range: Self. Duration: Passive.
Your perception of incoming threats runs a half-second ahead of everyone else's. You gain +5 to Initiative and cannot be surprised. Attackers gain no benefit from being hidden or invisible when targeting you. You have advantage on Dexterity saving throws against effects you can see coming. Once per turn, when an attacker you can see hits you, you may use your Reaction to halve the incoming damage.
Darkest Timeline (Tier 4, 4 mana)
Tier 4 Tempranox. 4 mana. Action. Range: Self. Duration: Instantaneous.
When time resumes, you haven't moved. Each target simply knows what just happened to them. Each enemy within 15 feet must make a Wisdom saving throw. On a failure, they take 8d6 psychic damage and are frightened of you until the end of their next turn. On a success, they take half damage and are not frightened. To observers outside the radius, you simply stood still. Save DC = 8 + your proficiency bonus + your casting modifier.
Deepbinder
Anchor Pulse (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You implode the air at a point, briefly pulling all nearby mass inward. Creatures in the area must succeed on a Strength save or be pulled 10 ft toward the center and take 1d6 bludgeoning damage. On success: Half damage, no movement.
Crushing Grasp (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.
You take hold of them with a hand that weighs as much as a boulder. Make a melee power attack. On hit: Target takes 1d6 force damage and must make a Strength saving throw. On failure: They are grappled until the end of your next turn (no save to escape early). While grappled this way, they cannot take reactions. On success: They take half damage and are not grappled.
Gravitic Distortion Field (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.
You create a distortion field around yourself, catching and deflecting incoming force. While active: the first ranged weapon or power attack against you each round is made at disadvantage. If the attack misses, you may suspend the projectile in place (the GM describes it). Suspended projectiles hang until your next turn, then fall inert. Once per turn, you may spend 1 additional mana to reflect a missed projectile at another creature within 30 ft (requires power attack roll).
Gravitic Pin (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You increase the local gravity beneath a target’s limbs. Target makes a Strength saving throw. On failure: Their movement is reduced to 0 until the start of their next turn. On success: Movement is halved instead. Flying or levitating targets fall prone.
Gravity Clamp (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Reaction. Range: 30 ft. Duration: Instantaneous.
You briefly spike gravity beneath their feet. The creature must make a Dexterity save or immediately stop moving and take 1d4 bludgeoning damage. On success: Movement is halved until the end of their turn.
Gravity Cut (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You cut upward, and their weight goes with it. Target makes a Strength saving throw. On failure: they rise 10 ft into the air and hover, restrained, until the start of their next turn. On success: They remain grounded, but take 1d6 force damage from the strain.
Heavy Presence (Tier 1, 0 mana)
Tier 1 Deepbinder. 0 mana. Passive. Range: Self. Duration: Passive.
Your gravitational signature lingers unnaturally. Enemies within 5 ft of you have disadvantage on Athletics or Acrobatics checks. You may ignore the first 10 feet of forced movement against you once per turn.
Heavy Stance (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
You anchor yourself to the terrain with crushing force. Until the start of your next turn: Gain +2 AC and advantage on saving throws to resist being moved, shoved, or knocked prone. Your movement speed becomes 0.
Inertial Jolt (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Bonus action. Range: 30 ft. Duration: Instantaneous.
You fire a pulse of kinetic energy into a target’s chest or gut. Target must succeed on a Dexterity save or be pushed 10 ft directly away from you and have disadvantage on their next weapon attack.
Mass Reversal (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.
You flip the gravitational pull around the attacker. They must succeed on a Strength save or fall prone and drop any non-worn object they’re holding.
Null Step (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.
For a few steps, the ground lets go of you. Until the end of your turn: You may move across water, air, or unstable surfaces without falling. You take no fall damage during this turn. Your movement ignores difficult terrain. You do not provoke opportunity attacks unless you make a weapon or damaging Totemic attack this turn.
Planar Anchor (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Reaction. Range: Self. Duration: Instantaneous.
You counter the shift with an immediate gravitational brace. The triggering movement is negated, and you or the ally remain in place. If they were about to fall, they instead hover 1 inch above the ground until the start of their next turn.
Suspension Instinct (Tier 1, 0 mana)
Tier 1 Deepbinder. 0 mana. Passive. Range: Self. Duration: Passive.
You've learned to control your own weight mid-motion. Gain +1 AC while in midair during jumps, falls, or launches. You take no damage from falls of 20 ft or less.
Weight Spike (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.
You dramatically increase the mass of your weapon or hand mid-swing. Make a melee attack. On hit: deal 1d8 bludgeoning damage and the target must succeed a Constitution save or be knocked prone. If already prone: deal +1d4 extra damage.
Weightless Rebuff (Tier 1, 1 mana)
Tier 1 Deepbinder. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.
You momentarily erase their grounding, unbalancing the swing with a gravity-null pulse. The attacker must succeed on a Dexterity saving throw or: The attack is made with disadvantage. If the attack misses, the attacker floats 5 ft upward and is restrained in the air until the start of their next turn. While floating, they descend gently and cannot move horizontally during that time.
Crush Pulse (Tier 2, 0 mana)
Tier 2 Deepbinder. 0 mana. Passive. Range: Self. Duration: Passive.
The pressure around your body lashes out in violent rhythm. Once per round, when you hit a creature with a melee weapon or gravitational power, deal +1d4 force damage to an adjacent creature within 5 ft of your choice. This pulse ignores cover.
Event Horizon Strike (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Action. Range: Self. Duration: Instantaneous.
You angle your strike through a local gravity rift. On a hit you deal your weapon damage plus 1d8 force, or 2d8 if you moved at least 10 ft this turn before striking. The target makes a Constitution save or loses all reactions until the start of your next turn.
Gravitic Reversal (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Bonus action. Range: Self. Duration: 1 round.
You invert your own gravity. You gain a hover speed equal to your walking speed and ignore difficult terrain. Until the start of your next turn you cannot fall and are immune to forced movement, and once while airborne you may descend up to 30 ft as a reaction with no fall damage.
Gravitic Rupture (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Reaction. Range: 10 ft. Duration: Instantaneous.
You rupture the space along a creature's path. It makes a Constitution save or is knocked prone and takes 1d6 force damage, or 2d6 if it was moving under haste or another movement boost.
Gravitic Shell (Tier 2, 0 mana)
Tier 2 Deepbinder. 0 mana. Passive. Range: Self. Duration: Passive.
You carry a latent aura of reinforced pressure. While not prone, gain +1 AC. Enemies suffer -1 to melee attack rolls against you while within 5 ft.
Graviton Awareness (Tier 2, 0 mana)
Tier 2 Deepbinder. 0 mana. Passive. Range: Self. Duration: Passive.
You can feel displacement in space before it happens. Gain +2 to Initiative. Once per long rest, you may act during the surprise round even if surprised. Advantage on saving throws against forced movement.
Gravity Well (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Action. Range: 10-ft radius sphere, 60 ft range. Duration: Concentration, 1 minute.
You open a churning vortex of gravity. Any creature that enters or starts its turn in the area makes a Strength save or is pulled 10 ft toward the center. The area is difficult terrain, and flying or levitating creatures fall 10 ft at the start of their turn.
Low-Grav Burst (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Bonus action. Range: Self. Duration: Instantaneous. Requires: No heavy armor.
You lighten your frame and spring forward. Gain 10 ft of movement and advantage on Acrobatics checks until the end of your turn, and move through enemy spaces without provoking opportunity attacks. If you leap or drop 10 feet or more during this movement, your next melee attack deals an extra 1d6 bludgeoning damage.
Projectile Lock (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Reaction. Range: Self. Duration: Instantaneous.
You condense a shell of gravity to slow the incoming strike. Reduce the damage by 1d10 + your casting modifier. If that brings it to 0, the projectile halts in the air until the start of your next turn; an ordinary one can then be flung at a target within 30 ft (power attack, 1d6 + your casting modifier). Magical projectiles and ranged power attacks that are halted fizzle out instead.
Singularity Draw (Tier 2, 2 mana)
Tier 2 Deepbinder. 2 mana. Bonus action. Range: 30 ft. Duration: Instantaneous.
You form a brief gravity spike to yank a target closer. It makes a Strength save or is pulled 15 ft toward you. If it ends within 5 ft of you, you gain +2 AC against its next melee attack. If it collides with terrain or another creature, both take 1d4 force damage.
Seismic Stomp (Tier 3, 3 mana)
Tier 3 Deepbinder. 3 mana. Action. Range: Self. Duration: Instantaneous.
You drive your foot into the ground, unleashing a surging shockwave that tears forward in a cone. All creatures in the area must make a dexterity saving throw. On a failed save, a creature takes 6d6 force damage and is knocked prone; on a success, it takes half damage and remains standing. The ground in the cone becomes fractured rubble and counts as difficult terrain until cleared. This ability is indiscriminate and affects all creatures in the area.
Auralith
Attunement Drift (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: Self. Duration: Instantaneous.
You phase slightly, riding the Totem’s pulse. Until end of turn: ignore difficult terrain, pass through enemy spaces (end outside threat range), if in Totem Aura: gain +2 AC vs next ranged attack.
Aural Bloom (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: Self. Duration: Instantaneous.
You steady the mana around your allies and set it against your enemies. Allies: Advantage on Concentration checks. Enemies: If they cast a power this turn, CON save or +1 Mana cost. In Totem Aura: Your aura glows visibly, pulsing with breath.
Aural Prescience (Tier 1, 0 mana)
Tier 1 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
Your mind pulses in rhythm with ambient mana, reading intention before motion. You gain +2 to Initiative. Once per short rest, when a creature uses a Totemic Power within 30 ft, you may move 10 ft as a free reaction. This movement does not provoke opportunity attacks. While standing in a Totem Aura, you also gain +1 to saving throws against Totemic Powers.
Mana Reversal (Tier 1, 0 mana)
Tier 1 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
Once per round, when you damage a creature that has expended Mana on its last turn or is concentrating, you may force a contested Concentration check. On success: You may immediately cast a Tier 1 power you know, fueled by the target’s Mana pool instead of your own. On failure: The backflow slips away harmlessly.
Mana Siphon (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You regain 1 Mana (up to max), if it would exceed max, gain temp HP = INT mod. On success: Take 1 psychic damage only.
Mana Surge (Tier 1, 0 mana)
Tier 1 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
When a creature under the effects of a Hollowing Fracture dies within 30 ft of you, regain 1d4 Mana. If this recovery would push you above your maximum pool, you instead suffer an immediate Hollowing Fracture (tiered as normal).
Mana Tap (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You reach into them and pull a little of their mana loose. Target makes a CON save. On a failure: lose 1 Mana (or cause Overchannel if they have none), take 1d4 psychic damage, you regain 1 Mana (to a max of your normal pool). If siphon would exceed your max, instead gain temp HP = casting modifier.
Mana Veil (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: Self. Duration: Concentration, 1 minutes.
You spread the blow thin across your own mana. Reduce damage by 1d6 + casting modifier. If it cost Mana: gain resistance to that damage type until next turn. Attacker must make Concentration check if channeling.
Phasejam (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.
You throw their Spark out of rhythm, and their power comes out short and narrow. WIS save or: range halved, target limit becomes 1.
Pulse Warp (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: Self. Duration: Instantaneous.
You set the mana in an area churning, so no one in it can draw cleanly. All creatures in the area must make a CON save or: disadvantage on next Concentration check or Totemic Power attack roll. In Totem Aura: reveals invisible/hidden creatures by ripple outlines.
Residual Echo (Illusion) (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.
You manifest a ghostly echo of their recent surge. Target must’ve taken damage or cast a power last round. You place a spectral “Echo” in a space within 10 ft of them. Until your next turn, any creature that ends adjacent to it must make a WIS save or take 1d6 psychic damage and suffer disadvantage on Sage checks.
Resonant Buffer (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: 5 ft. Duration: Concentration, 1 minutes.
You take the backlash into yourself. Reduce the damage by half. If you are in a Totem Aura, you also regain 1 Mana.
Resonant Tether (Tier 1, 1 mana)
Tier 1 Auralith. 1 mana. Action. Range: 60 ft. Duration: Concentration, 1 minutes.
You tie yourself to their Spark, so that every draw they make on it hurts. Until the start of your next turn, whenever the target spends Mana: take 1d6 psychic damage, if in a Totem Aura: WIS save or lose an additional Mana.
Totemic Sense (Tier 1, 0 mana)
Tier 1 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
You feel mana flow like ambient pressure. Detect active powers being used within 60 ft. In a Totem Aura: +2 to Sage checks, and advantage on Sage checks to read anyone using a power. Once per short rest: reroll a failed save against a Totemic Power on a leyline.
Collapse Aura (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: 1 round.
You stir the mana in the air until no one near you can hold their Spark steady. Until your next turn, all casters in range: must succeed a WIS Save or lose 1 Mana at the start of their turn, all Concentration checks made in this area are at disadvantage.
Echo Leak (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Bonus action. Range: 20 ft radius aura. Duration: 1 round.
You unravel the boundary between ambient mana and conscious thought. Until your next turn, every caster in range makes a Wisdom save at the start of its turn or loses 1 mana, and all concentration checks in the area are made at disadvantage.
Improved Attunement Drift (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Instantaneous.
You ghost through the world’s pulse. Until end of turn: ignore difficult terrain, move through enemy spaces (don’t end in their square), leave behind an Echo: the first enemy to end turn in that space takes 1d6 psychic and suffers -2 to saves for 1 round.
Improved Aural Bloom (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Instantaneous.
Cost: 2 Mana | Area: 15-ft radius. Allies gain: advantage on Concentration saves, plus resistance to psychic damage for 1 round. Enemies must make a CON Save if they cast this turn: on fail: Power costs +2 Mana, and they suffer 1d4 psychic damage.
Improved Mana Tap (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: 30 ft. Duration: Instantaneous.
You siphon with amplified force. CON Save or: lose 2 Mana, take 2d4 psychic damage, you regain 2 Mana (up to max). If target is already Overchanneled: also suffers disadvantage on Concentration checks until their next turn. If this would bring you over max Mana: gain temp HP = INT mod.
Improved Phasejam (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Instantaneous.
You knock their Spark off its beat, and what they cast comes out small and short-lived. WIS Save or: range halved, target reduced to 1, lose Concentration advantage, power’s duration is reduced by 1 round.
Improved Pulse Warp (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Instantaneous.
All creatures must make a CON Save or: disadvantage on Concentration checks and attack rolls with Totemic Powers, suppresses invisibility/illusions for 1 round, in Totem Aura: automatically reveals hidden creatures.
Improved Resonant Buffer (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: 15 ft. Duration: Concentration, 1 minutes.
You thread the backlash into your control. Reduce damage by half. Ally gains advantage on saves until the start of their next turn. If in Totem Aura: you regain 1 Mana, even if already full (this can briefly exceed max).
Improved Resonant Tether (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: 60 ft. Duration: 2 rounds Your tether bleeds their focus dry. •.
Your tether bleeds their focus dry. While tethered, target takes 2d6 psychic damage every time they spend Mana. If they lose 2+ Mana, they must make a CON Save or become Staggered (speed halved, -2 to all saves until end of their next turn).
Mana Crash (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: 60 ft. Duration: Instantaneous.
You overfill their Spark until it bursts. Target makes a WIS Save, on fail: Take 2d6 psychic + 1d6 force damage, and immediately suffer Overchannel backlash, on success: Take half damage, no backlash.
Mana Sink (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: 30 ft. Duration: Instantaneous.
When a creature within 60 ft activates a mana ability, you may use your Reaction to contest their spark. Both you and the creature roll a Wisdom check. ◇ On success: The creature must pay double the mana cost for that ability. ◇ On failure: You lose mana equal to the ability’s cost. If this forced expenditure triggers a Hollowing Fracture, the target suffers an additional fracture (one tier worse).
Manaweb Tracker (Tier 2, 0 mana)
Tier 2 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
You can feel the direction and strength of leylines. Gain advantage on Survival or Lore checks related to Totem position or ambient mana. Within a Totem Aura, you may sense the presence of Overchanneled or Hollowed beings, and the health of the leyline (pure, corrupted, or unstable).
Mind Echo Revenant (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Concentration, 1 minutes.
You implant a resonant shard of memory into your target’s mind, shaped like the foe they most fear. No one else sees it. Choose one creature within range. They must succeed on a Wisdom saving throw or be haunted by an illusionary attacker visible only to them. While affected: at the end of each of their turns, they take 1d4 psychic damage if they moved or made an attack. Each time they take damage from another source (including from allies), the illusion lashes out, dealing an additional 1d4 psychic damage (once per round). They may repeat the saving throw at the end of each of their turns. On a success, the effect ends.
Pulse Thief (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Instantaneous.
You lay a hand on them and take what is not yours. Make a melee power attack. On hit: the target takes 2d8 poison damage. They must succeed on a Wisdom saving throw or lose 1d4 mana. You regain mana equal to half the amount lost (minimum 1). To an Auralith, mana is breath and pulse, and you have learned to steal it like air from a drowning throat.
Resonant Core (Tier 2, 0 mana)
Tier 2 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
Your Spark has learned to hold together under strain. You gain Advantage on saving throws vs Overchanneled effects (short-term disruption of the Spark). Once per long rest, if you would suffer a Hollowed condition, you may instead reduce the effect to a single level of Overchanneled and immediately fall prone (symbolizing collapse without full corruption). When you rest within a Totem’s Core Zone, you regain +1 additional Mana.
Spark Feast (Tier 2, 0 mana)
Tier 2 Auralith. 0 mana. Passive. Range: Self. Duration: Passive.
When a creature with a spark dies within 30 ft of you, you may attempt to absorb its fading aura.
Tainted Resonance (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Bonus action. Range: Self. Duration: 1 round.
You leave a smear on their Spark, like oil on water. Choose one creature you can see within 30 ft. Until the start of your next turn: The first time they use a Totemic Power or spend mana, they must succeed on a Constitution saving throw or take 1d4 poison damage and spend +1 extra mana as their casting becomes labored and unstable. On a successful save, their ability resolves normally but leaves a visible shimmer of strain around them.
Totemic Backlash (Tier 2, 2 mana)
Tier 2 Auralith. 2 mana. Action. Range: Self. Duration: Instantaneous.
You retaliate with a counterpulse. The caster must make a CON Save or: they take 1d6 force damage, and pushed back 5 feet.
Hollow Point (Tier 3, 3 mana)
Tier 3 Auralith. 3 mana. Bonus action. Range: Self. Duration: Until the end of your next turn.
You imbue your weapons in your hands with siphoning resonance until the end of your next turn, granting them the following effects: Attacks landed from these weapons deal additional damage equal to your casting modifier. Attacks landed from these weapons steal 1 mana from the target and grants it to yourself. Additionally, if you land two siphoning attacks within the same turn, you gain 2 bonus mana (for a maximum of 4)
Hollow Chorus (Tier 4, 4 mana)
Tier 4 Auralith. 4 mana. Action. Range: Self (15-foot radius). Duration: Instantaneous.
You stop drawing on your own Spark and pull on every other one in reach at once. For a moment each of them sounds, and the sound is not pleasant to be the source of. Each enemy within 15 feet must make a Charisma saving throw. On a failure it takes 6d6 psychic damage and is stunned until the end of its next turn. On a success it takes half damage and is not stunned. You draw 2 mana out of what you pulled, to a maximum of your own pool. A creature carrying no mana still hears the chorus and still takes the damage. Save DC = 8 + your proficiency bonus + your casting modifier.