Thermokinesis
Thermokinesis shapes a character's supernatural focus, training, and power set.
Power index
Thermokinesis Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Warm or cool one willing creature, held object, drink, meal, tool, weapon, garment, or small area you touch. The target remains comfortably warm or cool in ordinary weather and has advantage on the next save against mundane heat or cold before the duration ends.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Type
- Temperature / Utility

Touch a creature or object and sharply raise or lower its surface temperature. Make a melee power attack. On a hit, the target takes 1d8 fire or cold damage. Unattended mundane objects may become hot, chilled, brittle, fogged, or thawed.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- 1d8
- Type
- Fire / Cold
- Roll
- Attack
Tier 1
4
Pull heat away from one creature or object within range. The target must make a CON save, taking 2d6 cold damage and having its speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Cold
- Save
- CON

Regulate the temperature in the emanation. Chosen creatures ignore mundane extreme heat and cold, and food, water, ink, tools, bedrolls, and simple supplies in the area are protected from freezing, overheating, spoiling from heat, or becoming painfully hot or cold.
- Action
- Action
- Use
- At-Will
- Range
- Self (10 ft.)
- Duration
- 8 Hours
- Effect
- 10 ft.
- Type
- Temperature / Protection

Whip a line of concentrated heat at one creature or object within range. Make a ranged power attack. On a hit, the target takes 2d8 fire damage, and the next time it takes cold damage before your next turn, add your CHA modifier to that cold damage.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d8
- Type
- Fire
- Roll
- Attack

You sense temperature gradients, body heat, cold spots, drafts, recent fires, warm footprints, cooling blood, active machinery, hidden vents, and thermal traces within 60 ft. This does not see through total cover but can reveal heat leaking through thin barriers.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 60 ft.
- Type
- Sense / Temperature
Tier 2
4
Choose one unattended object, weapon, armor piece, lock, chain, stone section, tool, or construct component within range. For the duration, the target becomes thermally stressed. The next bludgeoning, thunder, or force damage against it before the effect ends deals an extra 3d8 damage.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 3d8
- Type
- Thermal Stress

Disrupt one living creature’s body temperature. The target must make a CON save or become feverish or shivering for the duration. While affected, it takes 1d8 fire or cold damage at the start of each of its turns and has disadvantage on concentration checks. It repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 1d8 / round
- Type
- Fire / Cold
- Save
- CON

Rapidly alternate heat and cold around one creature within range. The target must make a CON save, taking 3d8 fire or cold damage on a failed save, or half on a success. If the target took the opposite damage type since the start of your last turn, it has disadvantage on the save.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d8
- Type
- Fire / Cold
- Save
- CON

When you or a creature within range takes fire or cold damage, redirect heat around the target. Reduce the damage by 2d8 + your CHA modifier. If this reduces the damage to 0, the protected target gains temporary hit points equal to your CHA modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d8 + CHA
- Type
- Reduction / Temp HP
Tier 3
4
Cause air, metal, stone, water, or skin at a point within range to bloom with heat in a 10-ft. radius sphere. Creatures in the area must make a DEX save, taking 4d8 fire damage on a failed save, or half on a success. Unattended ice, frost, wax, or thin metal may melt or warp.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 4d8
- Type
- Fire
- Save
- DEX

Create a 10-ft. radius heat-drain centered within range. The area becomes cold difficult terrain. A creature that enters for the first time on a turn or starts there must make a CON save, taking 3d8 cold damage and having its speed reduced by 10 ft. on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 3d8
- Type
- Cold
- Save
- CON

Touch one willing creature. For the duration, the target has resistance to either fire or cold damage, chosen when you use this power. The target also ignores mundane extreme heat or cold of the opposite type for the duration.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Type
- Resistance

When fire or cold damage is dealt within range, convert the temperature swing into blinding vapor, frost fog, or heat haze. A 10-ft. radius sphere centered on the damaged target becomes heavily obscured until the start of your next turn. One creature in the area must make a CON save or be blinded until then.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Round
- Effect
- 10 ft.
- Type
- Obscurement / Temperature
- Save
- CON
Tier 4
4
Choose one creature, object, or 10-ft. cube of liquid within range. The target must make a CON save, taking 4d8 fire damage and 4d8 cold damage on a failed save, or half on a success. Liquids may flash to steam, slush, frost, or cracked ice at the GM’s discretion.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 4d8 / 4d8
- Type
- Fire / Cold
- Save
- CON

Create a stable climate bubble. Chosen creatures and supplies in the emanation ignore mundane extreme heat, extreme cold, hot ash, snow, freezing rain, desert sun, or frostbite conditions. The bubble does not create breathable air or block attacks.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 8 Hours
- Effect
- 30 ft.
- Type
- Temperature / Climate

Condense heat or cold into a narrow line of temperature stress. Make a ranged power attack against one target within range. On a hit, the target takes 5d10 fire or cold damage, and the next attack against it before your next turn ignores half cover caused by fog, smoke, ice, steam, or heat shimmer.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 5d10
- Type
- Fire / Cold
- Roll
- Attack

Lock one creature or object within range into dangerous thermal imbalance. A creature must make a CON save. On a failure, its speed is halved, it cannot benefit from resistance to fire or cold damage, and it takes 2d8 fire or cold damage at the start of each turn. It repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 2d8 / round
- Type
- Fire / Cold
- Save
- CON
Tier 5
4
Alter the temperature and moisture behavior of a Small building, camp, cave room, greenhouse, cellar, or 100-ft. outdoor area. You may preserve food, dry wet ground, freeze a pond surface, warm a campsite, thaw paths, or create harsh but mundane local conditions.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 100 ft.
- Type
- Environment / Utility

Rip heat out of the area and release it again as a violent pulse. Creatures of your choice in the emanation must make a CON save, taking 5d6 cold damage and 5d6 fire damage on a failed save, or half on a success. Objects may crack, fog, sweat, frost, or smoke.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 5d6 / 5d6
- Type
- Cold / Fire
- Save
- CON

When a creature within range takes fire or cold damage, siphon the thermal change. One creature of your choice within 30 ft. of the damaged target gains temporary hit points equal to 3d8 + your CHA modifier, and the next fire or cold damage you deal before your next turn gains your CHA modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 3d8 + CHA
- Type
- Temp HP / Thermal

Manipulate warm and cold air currents around yourself. Gain a fly speed of 30 ft. while outdoors, in a large chamber, or anywhere air can circulate. If the effect ends while airborne, you descend safely up to 60 ft. before falling.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 30 ft.
- Type
- Movement / Temperature
Tier 6
4
Drain heat from a 20-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 8d8 cold damage and having their speed reduced to 0 until the start of your next turn on a failed save, or half damage only on a success. Water and wet surfaces freeze.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 8d8
- Type
- Cold
- Save
- CON

Superheat a 20-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 8d8 fire damage and gaining one level of heat stress until the start of your next turn on a failed save, or half damage only on a success. Objects may char, warp, or ignite.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 8d8
- Type
- Fire
- Save
- CON

Create a stable thermal gradient that powers a mundane engine, furnace, lift, pump, wheel, boiler, kiln, forge, cooling unit, or similar device for the duration. It cannot create rare fuel, permanent wealth, or operate beyond the device’s physical limits.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Type
- Thermal / Utility

Your Thermokinesis powers ignore resistance to either fire or cold damage if the target took the opposite damage type from you since the start of your last turn. You have resistance to fire and cold damage, and you can sense major heat sources and cold voids within 120 ft.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 120 ft.
- Type
- Temperature / Resistance
Tier 7
4
Choose one creature or object within range and set its temperature into violent oscillation. The target must make a CON save, taking 8d10 fire or cold damage on a failed save, or half on a success. For the duration, the first time each round it takes fire or cold damage, it also takes 2d10 damage of the opposite type.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- 8d10 / 2d10
- Type
- Fire / Cold
- Save
- CON

Create a razor boundary between extreme heat and cold in a 60-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 6d8 fire damage and 6d8 cold damage on a failed save, or half on a success. Objects along the line may crack from thermal stress.
- Action
- Action
- Use
- At-Will
- Range
- Self (60-ft. line)
- Duration
- Instant
- Effect
- 6d8 / 6d8
- Type
- Fire / Cold
- Save
- DEX

Stabilize the temperature of a structure, cave, ship hold, camp, greenhouse, forge, vault, or 300-ft. area. Chosen creatures and materials within are protected from mundane heat, cold, spoilage, freezing, overheating, and ordinary thermal weather.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 300 ft.
- Type
- Shelter / Temperature

When a creature or object within range would burn, freeze, melt, boil, ignite, suffer heat exhaustion, suffer hypothermia, or take fire or cold damage, suspend its thermal state. Until the start of your next turn, it has resistance to fire and cold damage and ignores one triggering thermal condition.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Round
- Type
- Protection / Stasis
Tier 8
4
Create a 30-ft. radius field of impossible cold centered within range. Creatures that start there must make a CON save, taking 10d10 cold damage and becoming restrained by frost until the start of their next turn on a failed save, or half damage only on a success. Fire damage in the area is halved.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 150 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 10d10
- Type
- Cold
- Save
- CON

When a creature within range takes fire or cold damage, transfer part of the thermal change. Reduce that damage by 8d8 + your CHA modifier, then one other creature within 30 ft. of the target takes fire or cold damage equal to half the amount reduced.
- Action
- Reaction
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 8d8 + CHA / half
- Type
- Fire / Cold / Reduction

Create a 30-ft. radius field of crushing heat centered within range. Creatures that start there must make a CON save, taking 10d10 fire damage and being unable to regain hit points until the start of their next turn on a failed save, or half damage only on a success. Cold damage in the area is halved.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 150 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 10d10
- Type
- Fire
- Save
- CON

Shift the local temperature across the area. You may create harsh heat, biting cold, dense fog, frost, thaw, hot winds, or freezing mists within natural limits for the region and season. This can affect travel, exposure, visibility, crops, water, and morale, but does not directly deal combat damage.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- 1 Mile
- Duration
- 8 Hours
- Effect
- 1 mile
- Type
- Weather / Temperature
Tier 9
4
Choose one creature within range and turn it into the center of a thermal gradient. The target must make a CON save. On a failure, it is restrained by thermal pressure, takes 6d10 fire or cold damage at the start of each of its turns, and creatures of your choice within 10 ft. gain resistance to the opposite damage type. It repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 6d10 / round
- Type
- Fire / Cold
- Save
- CON

Stabilize or destabilize the temperature of a settlement, valley, fortress, road, forest section, cavern, ship route, or battlefield. You may protect it from mundane weather, preserve harvests, thaw passes, freeze crossings, dry floodplains, or impose harsh but survivable temperature pressure.
- Action
- 1 Hour
- Use
- At-Will
- Range
- 1 Mile
- Duration
- 7 Days
- Effect
- 1 mile
- Type
- Climate / Dominion

Your Thermokinesis powers ignore fire or cold resistance when you choose the opposite temperature from the last Thermokinesis damage type you dealt. You are immune to mundane heat and cold, and you have advantage on saves against magical fire, cold, exhaustion from temperature, and thermal concealment.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Temperature / Mastery
- Save
- CON

Detonate a violent temperature inversion across the emanation. Creatures of your choice in the area must make a CON save, taking 12d8 fire damage and 12d8 cold damage and losing reactions on a failed save, or half damage only on a success. Objects crack, warp, frost, steam, or ignite at the GM’s discretion.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- Instant
- Effect
- 12d8 / 12d8
- Type
- Fire / Cold
- Save
- CON
Tier 10
4
Collapse and invert heat across the battlefield. Creatures of your choice in the emanation must make a CON save, taking 18d10 fire or cold damage, your choice for each target, and becoming stunned until the start of your next turn on a failed save, or half damage only on a success.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (300 ft.)
- Duration
- Instant
- Effect
- 18d10
- Type
- Fire / Cold
- Save
- CON

Become a living thermal singularity. For the duration, you have resistance to fire and cold damage, your Thermokinesis powers deal an extra 4d8 fire or cold damage once per turn, and creatures that start their turn within 10 ft. of you take fire or cold damage equal to your CHA modifier.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 4d8 / CHA
- Type
- Fire / Cold

Declare a mythic law of temperature over a place, creature, bloodline, forge, city, season, disaster, or battlefield. Define its principle with the GM: the city that never freezes, the forge that burns without fuel, the winter no flame can end, the fever that reveals lies, or the perfect balance that stops a catastrophe. It can be opposed only by Tier 10 temperature magic, divine intervention, or a story condition set when declared.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Thermokinesis / Story
- Roll
- Varies
- Save
- Varies

Force an entire region toward unnatural heat or cold. You may trigger a lethal heatwave, deep freeze, impossible thaw, protective warm season, or sudden frost age. Combat damage is indirect and story-scale, affecting travel, shelter, supplies, water, harvests, fortifications, and armies.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- 10 Miles
- Duration
- 24 Hours
- Effect
- 10 miles
- Type
- Climate / Catastrophe
