Action: Elemental Blast
1 or 2
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
- Air 1d6 electricity or slashing, 60 feet
- Earth 1d8 bludgeoning or piercing, 30 feet
- Fire 1d6 fire, range 60 feet
- Metal 1d8 piercing or slashing, 30 feet
- Water 1d8 bludgeoning or cold, 30 feet
- Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.