Kineticist (5e Subclass)

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Kineticist[edit]

Sorcerer Subclass

Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

Kinetic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Kinetic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st Absorb Elements, Accelerate/Decelerate, Burning Hands
3rd Absorb Kinetics, Heat Metal
5th Erupting Earth, Fireball
7th Elemental Bane, Vitriolic Sphere
9th Cone of Cold, Immolation
Uncanny Durability

As magic flows through your body, it empowers your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Burn

Starting at 3rd level, your metamagic is more innately tied with your blood than other Sorcerers. You can freely use hit points as if they were Sorcery Points to use metamagic, reducing your maximal hit points by 2 for each Sorcery Point a metamagic option is worth. If you lower your hit points to 0, you are knocked unconscious but are stabilized.

This reduction lasts until you finish a long rest. Only by finishing a long rest can you remove a hit points reduction gained in this way.

Gather Power

Starting when you reach 6th level, the kinetics of the world enhance your abilities. As an action on your turn, you can gather power. For each action you take in this way, you create a temporary Sorcery Point. You can store a number of temporary Sorcery Points in this way equal to your Charisma modifier (minimum of 1). You can use these Sorcery Points as usual, but if you use them to cast a spell, you also reduce your current and maximum hit points by the number of Sorcery Points spent to cast the spell. If you lower your hit points to 0, you are knocked unconscious but are stabilized. This reduction lasts until you finish a long rest. Only by finishing a long rest can you remove a hit points reduction gained in this way.


Metakinesis

At 6th level, you learn one additional metamagic option of your choice. At 14th and 18th level, you learn another additional metamagic option of your choice.

Supercharge

Starting at 14th level, your own movement affects your abilities. For every 10 feet you move during a turn, you can add a +1 bonus to a spell attack or damage roll that you cast before the end of your next turn, and any metamagic option used on such a spell costs 1 less Sorcery Point than normal (to a minimum of 1). Additionally, whenever you take the dash action, you can cast a sorcerer spell with a casting time of 1 action as a bonus action on that turn.

Omnikinesis

At 18th level, you can bend the elements and the arcane to your will. As an action, you can reduce your current and maximum hit points by 1 to exchange one metamagic option you know for another. You can also choose a sorcerer spell you know and then reduce your current and maximum hit points by the spell's level to replace it with another sorcerer spell of the same level or lower. Metamagic options and spells switched out with this feature remain until your next long rest, when they revert. Hit points maximum reduction lasts until you finish a long rest. Only by finishing a long rest can you remove a hit points reduction gained in this way.

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