Solarian Manipulations

Grip - G
As an action you may collapse the gravity around your mote, pulling all creatures within 20 feet must make a constitution saving throw or be pulled 10 feet towards you per charge spent. The range of this ability increases by 10 feet per charge spent.

Searing Light - L
As an action you may release the blinding light within your mote. Each creature must make a dexterity save or take 1d6 radiant damage per charge expended, and half that on a successful save.

Dark Armor - G
As a bonus action you may coat yourself in a sheen of repulsive energy giving you resistance to piercing, blugening, and slashing damage for 1 turn per charge expended.

Solar Shield - L
As an action you may manifest a spiked shield as well as your stellar weapon. This shield does not provide AC, and instead acts as an offhanded weapon that deals 1d6 bludgeoning damage and has the reach property. Attack with this weapon automatically brings you adjacent to the target. This movement does not provoke opportunity attacks. The shield lasts 2 turns, but you may spend another light charge to extend its duration as a free action.

Gravity anchor - G
As a bonus action or a reaction, you may anchor yourself to the ground beneath your feet, granting you immunity to any forced movement targeting you for one turn. If you are in low or no gravity, you may use this ability to walk along horizontal and vertical surfaces for 5 minutes.

Flare - L
As a bonus action you may emit a blinding flash of light. Each creature within 30 feet must make a dexterity saving throw or be blinded for 1 turn. On a success a creature cannot be targeted by this manipulation for 5 minutes.

Plasma Sheath - L
As a bonus action you can channel plasma through your stellar weapon, igniting it for 1 turn, causing it to deal 1d4 bonus radiant damage. This damage increases to 1d6 at level 6, 1d8 at level 12, and 1d10 at level 18.