Kinetic Colossus (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: "in the attached PDF" "we" presumes this article was copied from somewhere. Who does it belong to/is there permission? If there isn't permission, add {{delete}} to this page. "consult your DM" "with your DM's approval" this is the rules page and should be full explained/balanced. Quick build is incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Broom Icon.svg.png This page needs grammatical help. Reason: Features do not match 5e phrasing standards.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Kinetic Colossus[edit]

<!-Introduction Leader->[edit]

The Kinetic Colossus is a martial artist who channels a different mystical power, not necessarily tied to Ki or traditional spiritual energy. As combat drags on, this inner power awakens more and more, enhancing muscles, bone density, and bodily vigor. In the opening moments of a fight, the Kinetic Colossus may not seem like a big threat; but if the enemy fails to take them down quickly, they become an overwhelming force, both in offensive power and resilience.

Creating a Kinetic Colossus[edit]


Quick Build

You can make a kinetic colossus quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Kinetic Colossus you gain the following class features.

Hit Points

Hit Dice: 1d10 per Kinetic Colossus level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kinetic Colossus level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: One type of Artisan’s Tools of your choice
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Acrobatics, Intimidation, Perception, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) An Explorer’s Pack or (b) an Adventurer’s Pack
  • (a) A pair of Training Gauntlets or (b) a pair of Combat Wraps (personal gear, no special damage bonus, but essential for protecting your fists)
  • A set of sturdy Traveler’s Clothes
  • A Backpack containing basic supplies (bandages for wounds, flint and steel, and 10 days of rations).
  • If you are using starting wealth, you have 1d4 × 10gp in funds.

Table: The Kinetic Colossus

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Brutal Strikes
2nd +2 Kinetic Growth (Damage)
3rd +2 Prolonged Growth (Defense)
4th +2 Ability Score Improvement
5th +3 Extra Attack, Counter-Strike
6th +3 Colossal Stride
7th +3 Stunning Strike
8th +3 Ability Score Improvement
9th +4 Unshakable Pillar
10th +4 Absorb Punishment
11th +4 Impetuous Blow
12th +4 Ability Score Improvement
13th +5 Greater Mystical Power
14th +5 Unbreakable Stability
15th +5 Overwhelming Blow
16th +5 Ability Score Improvement
17th +6 Seismic Impact
18th +6 Mystical Recovery
19th +6 Ability Score Improvement
20th +6 Inexhaustible Power

Unarmored Defense[edit]

At 1st level, You do not wear armor, relying on your enhanced physique and the strange energy coursing through your body. When you are not wearing armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Brutal Strikes[edit]

Starting at 1st level, your unarmed strikes deal 1d4 + your Strength (or Dexterity) modifier in bludgeoning damage. This feature also represents your unique fighting style, with punches, elbows, knees, etc.

Strike Evolution

5th level: Your unarmed damage die increases to 1d6.

11th level: It increases to 1d8.

17th level: It increases to 1d10.

This progression reflects your improving technique and the internal energy coursing through your body.

Kinetic Growth[edit]

Starting at 2nd level, you accumulate power with every Attack you make during combat, whether the strike is successful or not. Whenever you take the Attack action on your turn (as long as at least one of those attacks is unarmed), you gain 1 “Kinetic Charge.” Each kinetic charge grants +1 cumulative damage to each of your unarmed strikes. There is no maximum number of Kinetic Charges.

Upon reaching 10 Kinetic Charges, instead of simply adding +1 damage each time, your cumulative damage begins to double for each Attack action you make (consult your DM for the exact mechanics).

If on any turn you fail to attack, or if combat ends, all charges are lost.

This represents your body “heating up” and channeling a mystical force that makes each strike progressively more devastating.

Prolonged Growth[edit]

Starting at 3rd level, as combat continues, you become increasingly resistant. Begin counting rounds for each fight, called a “Prolonged Growth Counter.” At the start of each of your turns, this counter increases by 1 (it starts at 1 on your first turn of combat).

If you go two consecutive rounds without either being attacked or making an attack, the counter resets to 1 (representing the dissipating adrenaline or energy).

The counter completely resets if combat ends.

As this counter increases, you gain cumulative resistance benefits:

  • Counter 1: No additional benefit.
  • Counter 2: +1 AC.
  • Counter 3: Resistance to one type of damage you have either received or inflicted this combat, your choice.
  • Counter 4: The AC bonus increases to +2.
  • Counter 5: Resistance to a second type of damage you have received or inflicted this combat.
  • Counter 6: The AC bonus increases to +3.
  • Counter 7: Resistance to a third type of damage you have received or inflicted this combat.
  • Counter 8: The AC bonus increases to +4.
  • Counter 9: Choose an energy damage type (fire, cold, lightning, thunder, poison, acid, necrotic, radiant, or force) to gain resistance.
  • Counter 10: The AC bonus increases to +5.

At 9th level: You refine this power further. Whenever you would gain resistance to a damage type from this feature (for instance, at counter 3 or 5), you can opt not to gain that resistance and instead use your reaction when you take damage of that type to gain immunity to it until the start of your next turn (as long as it is still the same combat).

At 14th level: Your AC bonus is doubled at each stage where you gain it, up to a maximum of +10 at counter 10, and you may choose 2 damage types to gain resistance to when you reach counter 9 (for instance, Resistance to both fire and cold).

At 18th level: Whenever your Prolonged Growth counter reaches 5 or higher, you become completely immune to bludgeoning, piercing, and slashing damage.

These increments make you increasingly harder to bring down if not dealt with swiftly.

Ability Score Improvement[edit]

At levels 4, 8, 12, 16, and 19, you can increase one ability score by 2, or two ability scores by 1 each. Alternatively, you can choose a feat if your group uses the optional feats rule.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class, and four when you reach 20th level.

This works in conjunction with Kinetic Growth to gain the initial 10 Kinetic Charges.

After you have 10 Kinetic Charges, the wording changes so that you gain 1 Kinetic Charge per Attack action per turn, rather than per individual strike. The damage bonus, however, applies to all attacks made, regardless of how many total charges you have.

Counter-Strike[edit]

At 5th level, in the attached PDF, Counter-Strike is listed at level 7 in the text, but it appears at level 5 in the progression table. To match the final table exactly, we present it at level 5:

When a creature hits you with a melee attack, you can use your reaction to make one unarmed attack against it.

You can only use Counter-Strike once per round, even if you suffer multiple attacks.

If this unarmed strike hits, you apply your Brutal Strikes damage normally (including any Kinetic Growth charges).

Colossal Stride[edit]

At 6th level, your kinetic power permanently strengthens your legs and tendons. You gain +10 feet to your base walking speed, and you can jump twice your normal jumping distance (long jump and high jump), without needing a run-up.

Stunning Strike[edit]

When you hit a creature with an unarmed attack, you can attempt to stun it. The target must succeed on a Constitution saving throw against 8 + your proficiency bonus + your attack modifier (Strength or Dexterity, your choice). On a failed save, the creature is Stunned until the end of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum 1) and regain all uses after a short or long rest.

Unshakable Pillar[edit]

At 9th level, your battlefield stance becomes even more solid. Whenever an effect (magical or otherwise) tries to push or knock you prone (such as a shove contest or a shockwave spell), or otherwise move you against your will, you have advantage on the saving throw or ability check to resist the effect.

Additionally, if you still fail even with advantage, you can choose to spend your reaction to halve the forced movement or, in the case of falling prone, roll so that you do not become prone.

Absorb Punishment[edit]

At 10th level, when you take damage from an attack, you can use your reaction to gain temporary hit points equal to your Kinetic Colossus level + your Constitution modifier. These temporary hit points last until the start of your next turn.

Impetuous Blow[edit]

Starting at 11th level, you learn to deliver strikes that hurl opponents away.

Once per turn, when you hit a creature with an unarmed strike, you can push the target 10 feet away and knock it prone, no saving throw required.

Greater Mystical Power[edit]

At 13th level, your body reaches a new supernatural threshold. Choose one of the options below (or something similar that fits with your DM’s guidance):

Short-Distance Dimensional Jump: You can, as a bonus action, teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Dexterity modifier, regaining all uses on a short or long rest.

Uncommon Mighty Strength: You can shove, grapple, or lift creatures one size category larger than normal without disadvantage, and you have advantage on Strength checks to shove, knock prone, or grapple. In addition, you can use your bonus action on each of your turns to attempt a shove, knock prone, or grapple on a creature within your reach.

Vital Pillar: Whenever you receive healing (magical or otherwise), you add your Constitution modifier twice instead of once to the total amount of hit points recovered.

Unbreakable Stability[edit]

At 14th level, your ability to withstand debilitating conditions becomes exceptional. You have advantage on any saving throw to avoid becoming paralyzed, restrained, or having your speed reduced to 0 (such as from hold person, web, etc.).

If you fail even with advantage, you can spend your reaction to immediately reroll the saving throw. On a success with this second attempt, you ignore the effect entirely. After using this reaction to retry a saving throw, you cannot do so again until you complete a short or long rest.

Overwhelming Blow[edit]

At 15th level, You can concentrate all your kinetic charges into a single crushing blow.

When you hit with an unarmed strike, you may choose to expend all of your Kinetic Charges to deal extra damage equal to (number of charges × your Strength modifier) (The normal bonus damage from Kinetic Growth still applies, and you add only the multiplied damage from Overwhelming Blow on top).

If this attack reduces the target to 0 hit points, you do not lose your charges.

Seismic Impact[edit]

At 17th level, The energy coursing through your body can be unleashed in a devastating shockwave. When you take the Attack action on your turn, you can replace one of your unarmed strikes with a “Seismic Impact”:

All creatures within 20 feet of you must make a Dexterity saving throw against 8 + your proficiency bonus + your Strength modifier.

On a failed save, they take damage equal to your Brutal Strikes (including any Kinetic Growth charges) and are knocked prone. On a success, they take half damage and are not knocked prone.

You can use this feature a number of times equal to your Constitution modifier (minimum 1), regaining all expended uses after a short or long rest.

Mystical Recovery[edit]

At 18th level, your internal energy regenerates your wounds in an almost supernatural manner.

At the start of each of your turns, if you have fewer than half your maximum hit points remaining and at least 1 hit point (you are not at 0 hit points), you regain a number of hit points equal to your Constitution modifier.

This effect does not function if you are unconscious or under an effect that prevents regeneration.

It ends immediately if you drop to 0 hit points or die.

Inexhaustible Power[edit]

At 20th level, you reach the pinnacle of your potential, becoming nearly unstoppable in combat. Choose one of the options below (or create something appropriate with your DM’s approval):

  • Unbroken Combat Flow: You never lose your Kinetic Charges from skipping one turn of attacking, as long as there are still conscious enemies on the battlefield.
  • Living Fortress: Even if you spend two rounds without taking or dealing damage, your Prolonged Growth counter does not reset as long as you remain on the front line (within 5 feet of an enemy). Also, any critical hit against you becomes a normal hit.
  • Cataclysmic Fist: When you use Overwhelming Blow, the extra damage equals (number of charges × your Kinetic Colossus level). If this reduces the target to 0 hit points, you regain half of your charges (rounded down).

Each choice represents a distinct culmination of the Kinetic Colossus’s essence, making you a formidable opponent even against legendary foes.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the kinetic colossus class, you must meet these prerequisites:

Proficiencies. When you multiclass into the kinetic colossus class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses