1. Rider definition (How to Play section) A new paragraph was inserted immediately after the core loop paragraph. It reads: "A rider is any on-hit feature you declare as part of a Manifested Strike package. Passive bonus damage features and triggered passives are not riders unless stated otherwise." This closes the Fire/Cold/Force Supremacy ambiguity since those passives are now explicitly outside the rider definition.
2. Spreading Flames header fix Changed 15th · Passive · Once per Turn → 15th · Passive · Once per Attack Action to match the body text, which already correctly reads "Once per Attack action."
3. Spreading Flames delayed burn clarification Appended one sentence to the T0 body text: "Delayed burn damage from Ember Lance does not trigger Spreading Flames." It sits right at the end of the trigger condition paragraph, so the logic reads continuously.
4. Forced movement rule (Psychokinesis section) Appended one sentence to the Psychokinesis flavor/intro paragraph: "Forced movement from this subclass follows normal 5e rules unless a feature says otherwise." Placed in the discipline intro rather than on any individual feature, so it applies to Shove, Implosion, Force Supremacy's bonus-damage push, and anything added later.
Rider defined. Added formal definition to How to Play: a rider is any on-hit feature declared as part of a Manifested Strike package; passive bonus damage and triggered passives are not riders unless stated otherwise. Closes the primary rules-lawyer gap around Fire/Cold/Force Supremacy interactions.
Spreading Flames header corrected. Tag changed from Once per Turn to Once per Attack Action to match the body text.
Spreading Flames delayed burn clarified. Added explicit sentence: delayed burn damage from Ember Lance does not trigger Spreading Flames.
Action Surge clarified. Action Surge grants another Attack action, creating a new per-Attack-action window for Psionic Instinct and other per-Attack-action rider limits.
Weapon attack / MS mixing clarified. You may mix weapon attacks and Manifested Strikes in any order within the Attack action.
Damage-before-save order codified. Unless a feature says otherwise, damage from the hit resolves before any saving throw rider tied to that hit.
Forced movement rule stated. Forced movement from this subclass follows normal 5e rules unless a feature says otherwise. (Added to Psychokinesis section intro.)
Psychokinesis example corrected. Bonus Action: Vectored Thrust T1 Overload step was missing from the action sequence; added with full Psi, Effect, and Blood Tax breakdown.
Essentially this covers a corner case involving Ember Lance and Spreading Flames. Ember Lance's DoT burn ticks do not cause Spreading Flames to proc on kill.
Cryo example hit line corrected (rules bug). The example declared T2 Glacial Spike but described the T1 outcome (speed 0). T2 gives Restrained on a failed Con save — updated to match.
Pyro example miss line clarified (wording polish). "free (Psionic Instinct)" → "free in Psi via Psionic Instinct" so a skim reader can't mistake it for waiving Blood Tax as well.
v5.29.0— new Section 07: Discipline Cheatsheets spliced in between Design Identity and Changelog.
What's in it:
Each discipline gets a colored header box (matching existing discipline colors — Cryo blue, Pyro red, Psycho purple), then four subsections: Core Identity, Core Turn Loop, Resource & Overload Tips, and a Sample Level 20 Turn. All BT math uses the (T1 × PB) + (T2 × 3 × PB) formula from v5.28.2. I kept the "Incapacitated" from your Pyro Firestorm finisher as "ignition rider" since Firestorm T2 doesn't actually grant Incapacitated — it ignites. Your source text had that for Flare, not Firestorm.
5.29.1— Level 11 cheatsheets spliced in. Section 07 now has two tiers:
LEVEL 11 — FIRST T2 POWER SPIKE includes a Quick Stats & Overload Reference box (MS die, T1/T2 damage and BT, universal tools, Psionic Instinct reminder), then per-discipline blocks with colored headers showing "Cold · Level 11 · PB 4 · 10 Psi · 3 Attacks" etc. Each has Available Riders, a 5-step Sample Turn, and a Budget Tip with full BT formula math. Closes with a Level 11 Playstyle Note in a blue reference box.
LEVEL 20 — FULL BUILD header now sits above the existing v5.29.0 cheatsheet content (unchanged).
I created a stripped down version of my class back in 3.0. Today I have dusted that branch off and uplifted the rules in it to compliance with 5,29,1. Essentially this breaks the class out into the three separate discipline tracks. I will still keep the unified 5.x going as it is easier to backport from that than the reverse.
Ember Lance T2 — doubling now covers the entire next-hit damage package (MS + rider combined)
Flare T1 — parenthetical added: "use the Overloaded die if MS is Overloaded on this hit"
Cold Supremacy: Creeping Cold — each Glacial Spike hit = cumulative −1 to target's Con saves vs your subclass features (cap −3, until end of your next turn)
Empathic Sense — passive Perception rider added (+ Psionic Ability mod vs hostile creatures with readable emotions within 60 ft)
Changelog — trimmed from 30+ entries to 3
v3.2 sheets all reflect the v5.30.0 rules. Cryo gets Creeping Cold, Pyro gets the Ember Lance/Flare rewrites, all three get the Empathic Sense update.
Dazzle replaces Concussive Surge in AT III/IV pool. 3 Psi, Action (not on-hit), no damage. Wis save or Charmed → Blinded → Incapacitated. Works in social situations.
Mind Crush save changed from Wisdom to Intelligence.
AT III/IV pool now targets three distinct saves: Mind Crush (Int), Dazzle (Wis), Burst (Dex).
T2 damage die at 19–20 simplified: 2d20kh replaced with 1d20 + 1d12. Crit adds 1d12 (not 1d20). Savage Attacker rolls package twice, keeps higher. Entire fiddly crit math paragraph eliminated.
Pyro nova example recalculated: Attack 2 avg 44 (MS doubled only, rider at face value), turn total ~103.
Psychokinesis cheatsheet updated: Sample L20 turn uses Mind Crush for Stun; Dazzle noted as Action alternative.
v5.36.0 across all four documents. This change makes Dazzle combat-ready. You can still use the T0 Charm action for social shenanigans but T1/T2 now work off of Manifested Strike, like most of your other abilities. The big upshot of this is that Dazzle can now be used in combat without killing your entire action phase.
v6.0.0 shipped. Four documents, all validated, all in sync. Here's the final tally:
10 features cut: Piercing Cold/Flame/Force, Cold/Fire/Force Supremacy, Mass Levitation, Spreading Flames, plus all their Overload tiers, ribbons, and sub-mechanics.
9 features moved: Psychic Resistance (20th→3rd), Steeled Mind (11th→10th), Snow Chains (15th→10th), VT (11th→10th), Arctic Tempest (18th→15th), Firestorm (18th→15th), TK Slam (18th→15th), OL Mastery + Mental Fortitude (20th→18th), AT IV (20th→18th).
4 mechanical changes: Riders unlimited (Psi-gated), Telepathy two-way with shared language, DS 3d8/4d8 soak buff, Firestorm reworked to concentration zone (20-ft, 5d8/round, difficult terrain).
Document went from 628 paragraphs → 447. The subclass is structurally cleaner — four discipline features per path in a clear progression (3rd: rider → 7th: AoE → 10th: signature → 15th: nova), and every level from 3rd through 18th is fully specified.
6.1.0 si out and added back 20th level abilities like Spreading Flames, Mass Levitation, and a new Cryo skill called Absolute Zero. Links below: DM Cryo Pyro Psycho
Now, I know I missed the buss with a in-depth changelog for 6.0.0, so I provide it here for 6.1.0:
Kinetic Vanguard — Changelog: v5.37.1 → v6.1.0
This document details every change between v5.37.1 (final 5.x release) and v6.1.0 (current). The v6.x line is a structural redesign — the most significant overhaul since v5.0.
Summary
10 features cut across all three disciplines
9 features moved to different levels
3 new features added (discipline-specific 20th-level capstones)
4 mechanical changes to core systems
Cheatsheets condensed from multi-page breakdowns to compact reference + separate player sheets with play examples
Net result: document went from 628 paragraphs to 468, each discipline now has exactly 5 features in a clean 3/7/10/15/20 progression
I. Features Cut
All three Piercing passives (were 7th-level)
Piercing Cold — "Your cold damage from subclass features ignores resistance."
Piercing Flame — "Your fire damage from subclass features ignores resistance."
Piercing Force — "Your force damage from subclass features ignores resistance."
Rationale: Resistance-ignoring at 7th was too powerful for the level. Stripping all three keeps the disciplines symmetric and removes a passive that players rarely thought about but which compressed the design space for damage-type balance.
All three Supremacy passives (were 10th-level)
Cold Supremacy — Resistance to cold, bonus cold damage (PB per turn), Creeping Cold (cumulative −1/−2 to Con saves per Glacial Spike hit), ribbon (chill objects, cold comfort), and Overload tiers (bonus damage to all hits, speed reduction on save fail).
Fire Supremacy — Resistance to fire, bonus fire damage (PB per turn), ribbon (ignite/extinguish by thought, heat comfort), and Overload tiers (bonus damage to all hits, Burning on save fail).
Force Supremacy — Resistance to force, bonus force damage (PB per turn), ribbon (minor telekinesis at will), and Overload tiers (bonus damage to all hits, 5-ft push on save fail).
Rationale: These were the single most complex features in the subclass — each packed resistance, bonus damage, a ribbon, a unique mechanic (Creeping Cold), and two Overload tiers into one passive. Cutting them dramatically simplifies the per-turn decision tree and removes three damage-type resistances from the chassis. The ribbons (chill objects, ignite fires, minor TK) are lost but were rarely load-bearing in play.
Mass Levitation (was Psychokinesis 15th)
Cut from 15th, reworked and returned at 20th in v6.1.0. See "Features Added" below.
Spreading Flames (was Pyrokinesis 15th)
Cut from 15th, reworked and returned at 20th in v6.1.0. See "Features Added" below.
7th-level discipline sub-headers
The colored "7TH LEVEL" dividers added in v5.37.1 were removed since the Piercing passives they grouped no longer exist.
II. Features Moved
Psychic Resistance: 20th → 3rd
Was part of Psionic Apex (20th). Now a standalone 3rd-level passive.
Every Vanguard gets psychic resistance from the start. Overload self-damage still bypasses it.
Steeled Mind: 11th → 10th
Was a standalone 11th-level feature. Now shares 10th level with the discipline signature and Phase Step.
Landing at 10th means concentration features (Frozen Ground, Vectored Thrust, Firestorm) are protected one level earlier.
Snow Chains: 15th → 10th (Cryokinesis)
Was Cryo's 15th-level feature. Now the 10th-level "signature" alongside Steeled Mind and Phase Step.
Header updated from "15th · 3 Psi" to "10th · 3 Psi". Mechanics unchanged.
Vectored Thrust: 11th → 10th (Psychokinesis)
Was moved to 11th in v5.37.0, now moves again to 10th as Psycho's signature.
Landing alongside Steeled Mind (which protects its concentration) preserves the design intent.
Flare: stays at 10th (Pyrokinesis)
Was already at 10th. No move, but now explicitly framed as Pyro's "signature" feature at that level since Fire Supremacy (which shared 10th) is cut.
Arctic Tempest: 18th → 15th (Cryokinesis)
Was Cryo's 18th-level capstone. Now the 15th-level "nova."
Header updated from "18th · 4 Psi" to "15th · 4 Psi". Mechanics unchanged.
Firestorm: 18th → 15th (Pyrokinesis) + full rework
Was Pyro's 18th-level capstone (one-shot 8d10 AoE). Now a 15th-level sustained concentration zone.
Complete mechanical rework — see "Mechanical Changes" below.
Telekinetic Slam: 18th → 15th (Psychokinesis)
Was Psycho's 18th-level capstone. Now the 15th-level "nova."
Header updated from "18th · 4 Psi" to "15th · 4 Psi". Mechanics unchanged.
Overload Mastery + Mental Fortitude: 20th → 18th
Were part of Psionic Apex at 20th. Psionic Apex now lives at 18th.
Psychic Resistance was extracted to 3rd (see above), so Psionic Apex at 18th contains only Overload Mastery and Mental Fortitude.
Advanced Training IV: 20th → 18th
Was granted at 20th. Now shares 18th with Psionic Apex.
Players get their second AT pick two levels earlier.
III. Features Added (v6.1.0)
Absolute Zero — Cryokinesis 20th · 4 Psi · Action
New single-target cold nuke. CC ladder mirrors Cryo's core identity.
T0: 10d10 cold damage (Con save half). Failed save = speed 0 until end of your next turn.
T1 Overload: 12d10 damage. Failed = also Restrained.
T2 Overload: 15d10 damage. Failed = Stunned instead of Restrained. Speed 0 even on success.
Reworked kill-trigger AoE. Upgraded from v5.37.1 version (was 15th, 2 MS dice, 15-ft radius).
T0: First kill per Attack action via MS → 3 MS dice fire damage to all within 20 ft (Dex save half). One eruption per Attack action.
T1 Effect: If a T1+ Overloaded Pyro feature hit landed this turn, failed saves also gain Burning.
T2 Effect: If a T2 Overloaded Pyro feature hit landed this turn, radius expands to 30 ft + no reactions until start of next turn.
Changes from v5.37.1: Damage 2→3 MS dice. Radius 15→20 ft. T1 now grants Burning (was: ignores resistance). T2 now expands radius + reaction denial (was: also Burning). Psi cost added (2, was free). Eruption tier matching rule unchanged.
Mass Levitation — Psychokinesis 20th · 4 Psi · Action · Concentration, up to 1 minute
Reworked area lockdown. Upgraded from v5.37.1 version (was 15th, 3 targets, 20 ft lift).
T0: Up to 5 Medium/smaller or 2 Large within 60 ft. Str save or lifted 30 ft and Restrained. Repeat Str save each turn. While levitated, first MS hit each turn = bonus force damage equal to Psionic Ability mod (automatic, not a rider).
T1 Overload: Failed Str save = also Con save or Incapacitated. Disadvantage on repeat Str saves.
T2 Overload: Failed = 2× Psionic Ability mod force damage at start of each turn while levitated.
Changes from v5.37.1: Targets 3→5 (or 1→2 Large). Lift height 20→30 ft. T1 adds disadvantage on escape saves (new). T2 damage doubled (mod → 2×mod). Psi cost unchanged (4).
IV. Mechanical Changes
Riders now unlimited (Psi-gated)
v5.37.1: Telekinetic Shove was "Once per Attack Action." Glacial Spike and Ember Lance had no explicit frequency cap but Psionic Instinct implied once-free-then-pay.
v6.1.0: All three 3rd-level riders (Glacial Spike, Ember Lance, Telekinetic Shove) can be used on every hit, paying Psi each time after the first free activation via Psionic Instinct. TK Shove "Once per Attack Action" restriction removed from header.
Telepathy: two-way, shared language
v5.37.1: "...provided it understands at least one language."
v6.1.0: "...provided you share a common language. The communication is two-way."
Rationale: The old soak was eaten by Blood Tax — you'd Overload DS to reduce 8 damage and take 4–6 BT, netting almost nothing. The 3d8 base gives meaningful absorption even after BT.
Firestorm: one-shot nuke → sustained concentration zone
T2: Failed = also Burning. Radius expands to 30 ft.
Rationale: Pyrokinesis was the only discipline with zero concentration features. Firestorm as a sustained fire zone fills that gap and creates a distinct nova shape — Arctic Tempest (one-shot burst), Firestorm (sustained zone), TK Slam (single-target nuke).
AT IV, Psionic Apex (OL Mastery + Mental Fortitude)
20th
AT IV, Psionic Apex (Psychic Res + OL Mastery + Mental Fort)
Discipline 20th Feature
Discipline feature progression
Level
v5.37.1 Cryo
v6.1.0 Cryo
3rd
Glacial Spike
Glacial Spike (unlimited)
7th
Piercing Cold + Frozen Ground
Frozen Ground
10th
Cold Supremacy
Snow Chains (from 15th)
15th
Snow Chains
Arctic Tempest (from 18th)
18th
Arctic Tempest
(universal features)
20th
(universal features)
Absolute Zero (new)
Level
v5.37.1 Pyro
v6.1.0 Pyro
3rd
Ember Lance
Ember Lance (unlimited)
7th
Piercing Flame + Fiery Blast
Fiery Blast
10th
Flare + Fire Supremacy
Flare
15th
Spreading Flames
Firestorm (from 18th, reworked)
18th
Firestorm
(universal features)
20th
(universal features)
Spreading Flames (reworked)
Level
v5.37.1 Psycho
v6.1.0 Psycho
3rd
Telekinetic Shove (1×/action)
Telekinetic Shove (unlimited)
7th
Piercing Force + Implosion
Implosion
10th
Force Supremacy
Vectored Thrust (from 11th)
11th
Steeled Mind + Vectored Thrust
(dissolved)
15th
Mass Levitation
Telekinetic Slam (from 18th)
18th
Telekinetic Slam
(universal features)
20th
(universal features)
Mass Levitation (reworked)
Section 04 intro
v5.37.1: "...grants features at 3rd, 7th, 10th, 15th, and 18th level. Psychokinesis gains one additional feature at 11th (Vectored Thrust)."
v6.1.0: "...grants features at 3rd, 7th, 10th, and 15th level."
Section 05 (Advanced Training)
AT III/IV references updated from "15th and 20th" to "15th and 18th" throughout.
Section 07 (Cheatsheets)
Full multi-page cheatsheets with sample turns, resource tips, and level 11/20 breakdowns replaced with compact one-line-per-discipline quick reference.
Detailed play patterns moved to individual discipline player sheets (Section 04 in each sheet).
How to Play (front matter)
"five features" → "four features"
"15th and 20th" → "15th and 18th"
All example turns stripped of Supremacy references (Cold/Fire/Force Supremacy declarations removed from attack sequences).
v 5.27.1 is out.
1. Rider definition (How to Play section) A new paragraph was inserted immediately after the core loop paragraph. It reads: "A rider is any on-hit feature you declare as part of a Manifested Strike package. Passive bonus damage features and triggered passives are not riders unless stated otherwise." This closes the Fire/Cold/Force Supremacy ambiguity since those passives are now explicitly outside the rider definition.
2. Spreading Flames header fix Changed
15th · Passive · Once per Turn→15th · Passive · Once per Attack Actionto match the body text, which already correctly reads "Once per Attack action."3. Spreading Flames delayed burn clarification Appended one sentence to the T0 body text: "Delayed burn damage from Ember Lance does not trigger Spreading Flames." It sits right at the end of the trigger condition paragraph, so the logic reads continuously.
4. Forced movement rule (Psychokinesis section) Appended one sentence to the Psychokinesis flavor/intro paragraph: "Forced movement from this subclass follows normal 5e rules unless a feature says otherwise." Placed in the discipline intro rather than on any individual feature, so it applies to Shove, Implosion, Force Supremacy's bonus-damage push, and anything added later.
v5.27.2
v5.27.3 is out.
Essentially this covers a corner case involving Ember Lance and Spreading Flames. Ember Lance's DoT burn ticks do not cause Spreading Flames to proc on kill.
Two fixes in v5.27.4:
v5.28.0 is done. Four changes:
Here's v5.28.2 with the full formula alignment pass. Every Blood Tax expression now uses
BT = (T1 × PB) + (T2 × 3 × PB):Reference formula — rewritten from
PB × (0×T0 [free] + 1×T1 + 3×T2)to(T1 × PB) + (T2 × 3 × PB). Legend simplified to define T1 and T2 only.Per-attack BT lines — all ten Blood Tax lines in the three examples now show the formula expansion:
1 × 3 × PB = 12(single T2)(1 × PB) + (1 × 3 × PB) = 4 + 12 = 16(T1 + T2)(1 × PB) + (1 × PB) = 4 + 4 = 8(two T1s)1 × PB = 4(single T1)0lines unchangedTurn totals — all three rewritten:
(3 × 4) + (2 × 12) = 12 + 24 = 36(2 × 4) + 0 = 8(1 × 4) + 0 = 4v5.29.0 — new Section 07: Discipline Cheatsheets spliced in between Design Identity and Changelog.
What's in it:
Each discipline gets a colored header box (matching existing discipline colors — Cryo blue, Pyro red, Psycho purple), then four subsections: Core Identity, Core Turn Loop, Resource & Overload Tips, and a Sample Level 20 Turn. All BT math uses the
(T1 × PB) + (T2 × 3 × PB)formula from v5.28.2. I kept the "Incapacitated" from your Pyro Firestorm finisher as "ignition rider" since Firestorm T2 doesn't actually grant Incapacitated — it ignites. Your source text had that for Flare, not Firestorm.Structural changes:
5.29.1 — Level 11 cheatsheets spliced in. Section 07 now has two tiers:
LEVEL 11 — FIRST T2 POWER SPIKE includes a Quick Stats & Overload Reference box (MS die, T1/T2 damage and BT, universal tools, Psionic Instinct reminder), then per-discipline blocks with colored headers showing "Cold · Level 11 · PB 4 · 10 Psi · 3 Attacks" etc. Each has Available Riders, a 5-step Sample Turn, and a Budget Tip with full BT formula math. Closes with a Level 11 Playstyle Note in a blue reference box.
LEVEL 20 — FULL BUILD header now sits above the existing v5.29.0 cheatsheet content (unchanged).
I created a stripped down version of my class back in 3.0. Today I have dusted that branch off and uplifted the rules in it to compliance with 5,29,1. Essentially this breaks the class out into the three separate discipline tracks. I will still keep the unified 5.x going as it is easier to backport from that than the reverse.
Here are the respective subclass sheets:"
Cryokinesis 3.1.0
Pyrokinesis 3.1.0
Psychokinesis v3.1.0
Full delivery — v5.30.0 master doc plus all three v3.2 character sheets, Cryo, Pyro, and Psycho. All validation clean.
v5.30.0 changes (792 → 623 paragraphs — 169 dropped from changelog alone):
v3.2 sheets all reflect the v5.30.0 rules. Cryo gets Creeping Cold, Pyro gets the Ember Lance/Flare rewrites, all three get the Empathic Sense update.
v5.31.0 (7 changes):
v3.3 sheets all reflect v5.31.0:
v5.32.0 — Current - v3.4.0 Cryo, Pyro, Psycho
v5.33.0 (6 changes):
v3.5 sheets all reflect v5.33.0. Changelog holds 3 entries: v5.33.0, v5.32.0, v5.31.0. Cryo, Pyro, Psycho
v5.34.0 — Telekinetic Slam rewritten:
v3.6 Psycho sheet reflects the new Slam. Cryo and Pyro are version-bumped, content unchanged from v3.5.
v5.35.0 is out. Master, Cryo, Pyro, and Psycho sheets now all follow the same numbering so 3.x is officially closed.
Dazzle now degrades gracefully:
Means Dazzle is never a dead pick against undead, constructs, or fiends — you just need to Overload it to get value
v5.36.0 across all four documents. This change makes Dazzle combat-ready. You can still use the T0 Charm action for social shenanigans but T1/T2 now work off of Manifested Strike, like most of your other abilities. The big upshot of this is that Dazzle can now be used in combat without killing your entire action phase.
Master
Cryo
Pyro
Psycho
Dazzle now reads:
v5.37.0 is out. Here re the links as always:
Master DM
Cryo Player
Pyro Player
Psycho Player
I am really proud that I recently broke over 1k views on this thread. Thank you all for your interest and support, it means a lot.
Completed edits:
5.37.1 is out.
DM
Cryo
Pyro
Psycho
v6.0.0 shipped. Four documents, all validated, all in sync. Here's the final tally:
10 features cut: Piercing Cold/Flame/Force, Cold/Fire/Force Supremacy, Mass Levitation, Spreading Flames, plus all their Overload tiers, ribbons, and sub-mechanics.
9 features moved: Psychic Resistance (20th→3rd), Steeled Mind (11th→10th), Snow Chains (15th→10th), VT (11th→10th), Arctic Tempest (18th→15th), Firestorm (18th→15th), TK Slam (18th→15th), OL Mastery + Mental Fortitude (20th→18th), AT IV (20th→18th).
4 mechanical changes: Riders unlimited (Psi-gated), Telepathy two-way with shared language, DS 3d8/4d8 soak buff, Firestorm reworked to concentration zone (20-ft, 5d8/round, difficult terrain).
Document went from 628 paragraphs → 447. The subclass is structurally cleaner — four discipline features per path in a clear progression (3rd: rider → 7th: AoE → 10th: signature → 15th: nova), and every level from 3rd through 18th is fully specified.
DM
Cryo
Pyro
Psycho
6.1.0 si out and added back 20th level abilities like Spreading Flames, Mass Levitation, and a new Cryo skill called Absolute Zero. Links below:
DM
Cryo
Pyro
Psycho
Now, I know I missed the buss with a in-depth changelog for 6.0.0, so I provide it here for 6.1.0:
Kinetic Vanguard — Changelog: v5.37.1 → v6.1.0
This document details every change between v5.37.1 (final 5.x release) and v6.1.0 (current). The v6.x line is a structural redesign — the most significant overhaul since v5.0.
Summary
I. Features Cut
All three Piercing passives (were 7th-level)
All three Supremacy passives (were 10th-level)
Mass Levitation (was Psychokinesis 15th)
Spreading Flames (was Pyrokinesis 15th)
7th-level discipline sub-headers
II. Features Moved
Psychic Resistance: 20th → 3rd
Steeled Mind: 11th → 10th
Snow Chains: 15th → 10th (Cryokinesis)
Vectored Thrust: 11th → 10th (Psychokinesis)
Flare: stays at 10th (Pyrokinesis)
Arctic Tempest: 18th → 15th (Cryokinesis)
Firestorm: 18th → 15th (Pyrokinesis) + full rework
Telekinetic Slam: 18th → 15th (Psychokinesis)
Overload Mastery + Mental Fortitude: 20th → 18th
Advanced Training IV: 20th → 18th
III. Features Added (v6.1.0)
Absolute Zero — Cryokinesis 20th · 4 Psi · Action
New single-target cold nuke. CC ladder mirrors Cryo's core identity.
Spreading Flames — Pyrokinesis 20th · 2 Psi · Passive
Reworked kill-trigger AoE. Upgraded from v5.37.1 version (was 15th, 2 MS dice, 15-ft radius).
Mass Levitation — Psychokinesis 20th · 4 Psi · Action · Concentration, up to 1 minute
Reworked area lockdown. Upgraded from v5.37.1 version (was 15th, 3 targets, 20 ft lift).
IV. Mechanical Changes
Riders now unlimited (Psi-gated)
Telepathy: two-way, shared language
Deflection Screen: 1d10 → 3d8 base soak
Firestorm: one-shot nuke → sustained concentration zone
V. Structural Changes
Feature table (Section 03)
Discipline feature progression
Section 04 intro
Section 05 (Advanced Training)
Section 07 (Cheatsheets)
How to Play (front matter)
Cliff Notes
Blood Tax reference table
VI. What Stayed the Same
Generated from diff analysis of v5.37.1 and v6.1.0 master documents.