Discipline: Psychokinesis
Psychokinesis is the Discipline for reshaping or redirecting the world around you with your own mind. Talents within this Discipline often have combat applications, but their effects extend far beyond that. Master psychokinesis, and everything around you is a tool.
Talent: Thermodynamism
You have learned how to manipulate the heat in the environment around you. By careful manipulation of the flow of heat energy, you can freeze an enemy's heart or burn them from the inside out.
Initiate Effect
Select one target you can sense* within 60 feet. Then, select whether the effect is helpful or harmful, and whether it is cold or heat. If harmful, make one psi attack against the target. On a hit, the target takes 1d8 damage (cold or fire depending on your choice), plus your psi modifier. If helpful, the target becomes resistant to the associated damage type until the end of your next turn.
Augment 1**
If harmful, you can instead make one attack roll against that target, and a number of additional targets you can sense within 5 feet of the initial target, up to a maximum of your psi modifier (minimum 1). The primary target takes 2d8 plus your psi modifier damage (fire or cold), and the secondary targets take 1d8 damage of the opposite type. If helpful, the target has resistance to damage of the associated type for one hour, and for that duration, the target is protected from hot or cold weather (based on your initial choice) as though wearing appropriate protective gear.
Augment 2
If harmful, you may choose make a number of additional attacks equal to half your proficiency bonus (rounded up), and each target hit takes 3d8 plus your psi modifier cold or fire damage. If helpful, you may target a number of creatures up to your psi modifier. This effect cannot be used at the same time as the Augment 1 effect, even if you have a feature that allows you to combine augment effects.
Augment 3
You can now blend harmful and helpful effects together. Select a number of targets up to your psi modifier, and make a psi attack against each; then, select a number of friendly targets equal to the number of targets hit by those attacks. If you chose heat, each target hit takes 5d8 plus your psi modifier fire damage, and each friendly target gains +2 AC until the end of your next turn. If you chose cold, each target hit takes 5d8 plus your psi modifier cold damage, and each friendly target adds +1 to their attack rolls and to the DC of any saves they cause another creature to make, until the end of your next turn.
Augment 4
As Augment 3, except that the effects last for one minute, and during that time, you may make use of Augment 1 effects as a Bonus action on this turn and each turn that this effect remains active on at least one allied target, though you must still spend the power points to do so.
Mastery Effect
Reduce the cost of augment powers for this discipline by 1 (minimum 1). If you instead choose to spend the normal number of points (or spend an additional point on the Augment 1 effect), you may roll each damage die twice and take the higher of the two dice for harmful effects. For helpful effects, you may double either their potency or their duration.
*"Sense" means see, hear, or observe through any personal means, including detecting the thoughts of nearby creatures. This sense must be one you personally possess: you cannot be using the senses of another creature for this purpose.
**You cannot augment a power with more power points than your limit, which is shown on your class table. (Loose idea: start with 1, increase by 1 at levels 5, 11, and 16; allow special displays of psionic prowess at 20, but only for one or two talents, not everything.)