Mastery of Weather
Psionic Discipline · Wu Jen
Description
Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
Psychic Focus
Psionic Modes
Cloud Steps
As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.
Hungry Lightning
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it's wearing heavy armor. The target takes Lightning damage per psi point spent on a failed save, or half as much damage on a successful one.
Wall of Clouds
As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your ends. Creatures can pass through it without hindrance, but the wall blocks vision.
Whirlwind
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take Bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
Lightning Leap
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking Lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
You can increase this ability's damage by per additional psi point spent on it.
Wall of Thunder
As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes Thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked .
Thunder Clap
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes Thunder damage, and it is until the end of your next turn. On a successful save, a target takes half as much damage.