Kineticists, Variant (5e Class)

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Kineticists[edit]

Many sentient creatures are able to become 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.( Based on the Pathfinder class.)

Creating a Kineticist[edit]

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An example of a Blue Flame produced by a Pyrokineticist, Art by 88grzes on DeviantArt.

Kineticists are a different type of magic user, not being fueled by your run of the mill arcane user like Wizards or Sorcerers - nor the less common eldritch users, Warlocks. Kineticists are fueled by primordial power, by the elements themselves which give them greater versatility in how to control the field but at a greater cost to themselves.

You can make a Kineticist quickly by following these suggestions. First, Constitution should be your highest ability score, this is due to the Kineticist fueling their powers by using their destructive powers and impressive feats as well as most checks using the Constitution modifier. Your other scores can be left up to you for the type of character you'd like to play as but Dexterity is recommended as the second highest score for saving throws. Second, choose the Hermit background.


Class Features

As a Kineticist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Kineticist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Kineticist level after 1st

Proficiencies

Armor: light
Weapons: Simple
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose three skills from Arcana, Acrobatics, Medicine, Intimidation, Perception, Stealth, and Investigation

Equipment

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

Table: The Kineticist

Level Proficiency
Bonus
Features
1st +2 Burn, Elemental Focus, Wild Talents, Infusion, Kinetic Blast
2nd +2 Elemental Defense, Utility Talent Gather Power
3rd +2 Elemental Overflow, Elemental Overflow, Infusion Talent, Kinetic Focus
4th +2 Ability Score Improvement, Expanded Element, Utility Talent
5th +3 Infusion Talent, Piercing Blast, Hybrid Blast
6th +3 Utility Talent, Infusion Specialization
7th +3
8th +3 Ability Score Improvement, Elemental Absorption
9th +4 Utility Talent, Infusion Talent
10th +4 Utility Talent, Internal Buffer
11th +4 Infusion Talent
12th +4 Ability Score Improvement, Supercharge
13th +5 Infusion Talent
14th +5 Utility Talent, Burn Transference
15th +5 Utility Talent
16th +5 Ability Score Improvement
17th +6 Utility Talent, Infusion Talent
18th +6 Utility Talent
19th +6 Ability Score Improvement
20th +6 Elemental Zenith

Burn[edit]

At 1st level, a kineticist can overexert themselves to channel more power than normal, pushing past the limit of what is safe for their bodies by accepting burn. Some of their wild talents allow them to accept burn in exchange for a greater effect, while others require them to accept a certain amount of burn to use that talent at all. For each point of burn they accept, a kineticist takes 1 point of damage per character level. This damage can't be healed by any means other than having a long rest, which removes all burn and associated damage.

This damage from burn can't be reduced or redirected, and a kineticist incapable of taking damage can't accept burn. A kineticist can't choose to accept burn if it would put their total number of points of burn higher than 8 + their Constitution modifier nor can they accept burn if it would incapacitate them (though they can be forced to accept more burn from a source outside their control). A kineticist who has accepted burn never benefits from abilities that allow them to ignore or alter the effects they receive from damage.

Alternate Burn Handling

Rather than take damage when accepting a point of burn, simply keep track of the number of points of burn a character has with the following effects. If the number of points of burn accepted is less than or equal to the Kineticist’s Constitution modifier, they suffer no ill effects. This is only true for characters of the Kineticist class. For each point of burn accepted over the character's Constitution modifier +2 (or zero for non-kineticist classes), their current level of exhaustion is increased by the number of points accepted. So if a Kineticist has a Constitution modifier of +3, then they can accept 5 points of burn without any ill effects. The sixth point of burn would give the character the Exhausted condition level 1. When the seventh point of burn is accepted, the Exhaustion level would increase to 2 and so on. The Kineticist would die upon accepting the thirteenth point of burn as their Exhaustion level would be at 6. A non-Kineticist would die after accepting/receiving 6 points of burn. While finishing a long rest would remove all points of burn the character has accepted, their Exhaustion level would decrease by 2. This method should provide a way to balance the power provided to the kineticist. Play testing of this alternate burn handling is required to confirm this. The reason for the non-Kineticist becoming exhausted upon accepting/receiving the first point of burn is to prevent the Kineticist healing from being too powerful. If a non-Kineticist wants to be healed and accept the point of burn, they must become exhausted.

Elemental Focus[edit]

At 1st level, a kineticist chooses a primary element on which to focus. This element determines how they access the raw power of the Ethereal Plane, and grants them access to specific wild talents and additional skill. They can select aether (aetherkinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), water (hydrokinesis), wood (phytokinesis), or Shadow (Umbrakinesis). They gain their selected element's basic utility wild talents as bonus wild talents, they learn primordial, and profiency with their elements skill. See Elements for the specific abilities granted by each element.

Kinetic Blast[edit]

At 1st level, a kineticist gains the kinetic blasts of their chosen element. As an action, the kineticist can unleash a kinetic blast at a single target up to a range of 60 feet. They must have at least one hand free to aim the blast (or one prehensile appendage, if they don't have hands).

The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions). Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Simple Blasts. A kineticist gains a simple blast at 1st level some elements have more than one blast type. Each simple blast is either a physical blast or an energy blast. This determines its damage amount and type. Physical blasts are blasts that deal piercing, bludgeoning, or slashing damage. Energy blasts deal an energy type like cold, fire, electricity, radiant, necrotic, or force.

Physical blasts are ranged spell attacks that deal an amount of damage equal to 1d6+2 + the kineticist's Constitution modifier. This damage becomes 1d8+4 at 4th level, 1d10+6 at 10th, 1d12+8 at 14th, and 1d12+10 at 18th.

Energy blasts are ranged spell attacks that deal an amount of damage equal to 2d3+2 + the kineticist's Constitution modifier. This damage becomes 2d4+2 at 4th level, 2d8+2 at 10th, 2d10+4 at 14th, and 2d10+6 at 18th.

You may augment blasts with burn strengthening the power of it. For every point of burn you accept you may add an additional damage die to a blast. You may only accept up to your proficiency modifier of burn.

See Blasts for options related to your element.

Wild Talents[edit]

A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate elemental connection and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take an action to use unless otherwise noted. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, water, shadow, or wood) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a Geokineticist. A kineticist starts with 2 wild talents that they qualify for.

Every wild talent has an effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 8 + your proficiency bonus + your Constitution modifier. The kineticist uses their Constitution modifier on all concentration checks for wild talents.

At 2nd level and levels 4th, 6th, 9th, 10th, 14th, 15th, 17th and 18th, a kineticist selects 2 new utility wild talents from the list of options available to them. A kineticist can select only universal wild talents or those that match their element. At 6th, 10th, and 17th levels, a kineticist can replace one of their utility wild talents with another wild talent of the same level or lower. They can't replace a wild talent that they used to qualify for another of their wild talents. Look at Utility Talents to see what to choose.

You may choose to replace any 2 wild talents on a level up with any 2 that you qualify for.

At 2nd level, a kineticist gains their element's defense wild talent. Refer to Defense Talents to see what the elemental defense it is. If you gain another element due to expanded element you may forgo a gained wild talent when you level up to gain that elements defense wild talent. You may only have one defense wild talent's effect active at any time.

Infusion[edit]

A kineticist can alter the way their kinetic blasts work. They gain infusions which allows them to choose what modifications to make when making a blast. Substance infusions add extra effects to the blast, while form infusions change how to blast is manifested. A kineticist starts off with knowing 2 infusions.

At level 1 you can only apply 1 infusion to a blast. At 5th level you may only apply 1 form infusion and 1 substance infusion on one blast.

At 3rd level and at 5th, 9th, 11th, 13th and 17th, a kineticist selects 2 new infusions which change the way kineticists use their kinetic blasts. Check out Infusion Talents for to see what you become capable of.

You may choose to replace any 2 infusions on a level up with any 2 that you qualify for.

Gather Power[edit]

Starting at 2nd level a kineticist can take more time when using an ability that would take burn to reduce it. If a kineticist spends a bonus action they can reduce the next ability that uses burn by one. They may also use their move action the reduce the next abilities burn cost by two.

Kinetic Focus[edit]

At 3rd level you can choose a path to symbolize your method of utilizing your elemental powers. Choose from Primordial Knight, Kinetic Assassin, Kinetimorph, or Elemental Mystic

Elemental Overflow[edit]

At 3rd level, a kineticist's body surges with energy from the elements they posses whenever they accept burn, causing them to glow with a nimbus of fire, weep water from their pores, or experience some other thematic effect. In addition, they receive a bonus on their attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of 6. They also receive a bonus on damage rolls with their kinetic blast equal to double the amount of burn you have. The kineticist can suppress the visual effects of elemental overflow by concentrating as an action, but doing so suppresses all of this ability's other benefits, as well.

As a kineticist's body becomes more and more suffused with their element, they begin to gain more powerful benefits. The elements start to help shield your body from the dangers of the world, using your burn to power it. Starting at 6th level you can gain 2 temporary hp per point of burn you have. This temporary hp adds to any other temporary hp you have. This lasts until you take a long rest. The hp fully refreshes whenever you take another point of burn.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Expanded Element[edit]

A Kineticist learns to diversify their powers further by focusing deeply on their connection to their element they can form a new bond to another element or strengthen their current bond. Starting at 4th level you may choose another element gaining that element's kinetic blast and one free wild talent of the chosen element, and gain the ability to choose wild talents and infusions with them. You may also choose to specialize in your primary element forgoing the extra element, this would allow you to gain a +2 to attack rolls and damage roll with your kinetic blasts, and an additional wild talent or infusion. You can select another element at levels 8, and 13.

Infusion Specialization[edit]

At 6th level, whenever a kineticist uses one or more infusions with a blast, they reduce the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. They reduce the burn cost by 1 additional point at 12th and 16th level.

Piercing Blast[edit]

At 5th level you learn to put more power behind your blasts. When you make a blast it is considered magic for the purpose of overcoming resistances and immunities.

Hybrid Blast[edit]

At 5th level you can combine elements to create Hybrid blasts to make a greater effect or specialize single element blast. To get the damage for a hybrid blast choose one of the simple blasts that make up it then add another damage die for it The damage the blast deals is shown below at hybrid Blasts

Check Hybrid Blasts to see what you qualify for.

Elemental Absorption[edit]

At 8th level you gain the ability to absorb elements you can control to heal yourself. As a reaction when you are targeted by an ability with the elemental descriptor that matches an element you posses you may reduce the damage you take by 1d8+2 to heal yourself for the same amount. You may use this ability proficiency modifier times per day, you may choose to gain 1 point of burn to gain another use of this ability. The damage you can block increases at 13th level becoming 1d10+4, and again at 15th becoming 1d12+6.

Internal buffer[edit]

Starting at 10th level you gain an understanding of how burn effects your body. You gain the ability to negate the damage from taking burn a limited amount of times. You can ignore burn's damage 3 times until you take a long rest. At 12th level this becomes 5, and at 16th this becomes 6.

Supercharge[edit]

At 12th level you can surge the elemental energies in your bodies to increase the destructive power of a blast. You can choose to take 2 burn to deal maximum damage for a blast. This burn can not be reduced by any class abilities. You can do this twice a day, and one additional time at 14th and 18th.

Ultimate Blast[edit]

At 12th level you unlock the ability to unlock the true power behind your elemental blasts. Examples of design of these attacks can be a large tornado, a massive ball of fire, a huge rock, or other appropriate thematic effects for a powerful blast. These are large attacks require a dexterity saving throw with a dc of 10 + your con modifier + your proficiency modifier on a success creatures take half damage. This attack effects a 20ft radius sphere, and deals 4d12 + your con modifier damage. This attack requires you to accept 4 burn to use. You can use this with hybrid blast adding another damage die but doing this requires you to take 2 additional burn. Ultimate blasts increase in damage when you level up becoming 5d12 at 14th level, 6d12 at 16th level, and 8d12 at 20th level.

You can not apply any shape infusions to this blast, but you may apply a substance infusion.

Burn Transference[edit]

You can form a link with a creature temporarily to take burn and thrust it to that creature then sever the connection forcing them to take the burn's damage while you benefit from the burn. Starting at 14th level you can have a creature within 30ft of you make a constitution saving throw equal to your wild talent dc, unless willing as a bonus action. That then creature takes 1 hp per hit die it possess. At 16th level you can have 2 creatures take burn for you. You may choose how to spread the burn amount. At 18th level you can target 3 creatures.

Elemental body[edit]

Starting at 16th level you start to be infused with elements further. You gain the elemental subtype. Also you age at a rate of one year every 40 years, and you can gain resistance and immunities to the elements. After a long rest each day select 2 elements. One you gain immunity to its damage type and the other resistance. In the case of wood and earth that have no energy type, immunity would be immunity to non magic slashing piercing and bludgeoning attacks reverting to resistance if it is magic. Resistance to these would just be resistance to slashing piercing bludgeoning.

Elemental Zenith[edit]

At 20th level you have reached the zenith of your connection to your chosen elements. As a move action you can choose to go into a trance that gives you thematic effects like elemental overflow, but more intense. This would grant you a +2 on attack rolls, +4 to damage rolls, +2 to dc of saving throws, +2 to ac, you may make a free supercharged blast every other turn during the duration of this trance, and a reduction of infusions and wild talents burn cost by 1 to a minimum of 0. This trance lasts for 1 minute, and gives you a level of exaustion when leaving this trance. You may only use this ability twice per day.


Kinetic Foci[edit]

Primordial Knight[edit]

Kineticists that focus on martial prowess alongside their elemental abilities become primordial knights.

Warriors training[edit]

Starting at 3rd level your martial training grants you several benefits. You gain proficiency with medium armor, you gain an additional 1 hp per level, you gain a +1 to ac, you gain proficiency with martial weapons, and you also gain the kinetic blade infusion as a bonus infusion. You may also apply the reach property for a kinetic blade attack as a reach weapon.

Swift Strikes[edit]

Starting at 6th level you learn to swing your kinetic blade with great speed. When you take the attack option with a kinetic blade or a weapon using kinetic sheathe you may make a second attack with your kinetic blade.

Strength of the Elements[edit]

At 10th level you gain the ability to work with your kinetic blade with more power and finesse. You may add your strength modifier or dexterity modifier to the damage rolls made with kinetic blade attacks or with kinetic sheathe attacks. You may also choose to use your strength or dexterity modifiers in place of constitution for attack rolls. You also gain proficiency in Strength saving throws.

Infused Blade[edit]

Starting at 14th level you have gain such skill with your blade infusion that you can use it as easily as a normal kinetic blast. When you make a kinetic blast with the kinetic blade or sheath infusions you may choose to add an additional form infusion. This would apply the hit of a normal kinetic blade attack then apply the effects of the form infusion chosen.

Cutting Blade[edit]

Starting at 18th level you learn how cut an opponent deeply. Up to Con modifier times per day you may choose to deny a target armor or natural armor to their ac. As well you decrease resistances and immunities by one degree. Immunity becoming resistance, and resistance becoming normal.

Kinetic Assassin[edit]

Kineticists that sneak around waiting for the right moment to strike dealing a fatal blow. Mobile and dangerous these kineticists are a force to be reckoned with.

Kinetic Strike[edit]

Starting at 3rd level you gain the ability to make precise attacks. When you have advantage on a melee attack with a kinetic blade you can add an additional 1d6 damage of the blades damage. This damage increases in damage by an additional d6 at 4th, 8th, 12th, 14th, and 17th levels. You also gain the kinetic blade infusion as a bonus infusion.

Elemental Movement[edit]

Starting at 6th level you gain the ability to move quickly and silently gaining a special movement option. You gain proficiency with stealth or expertise if you already have proficiency, and a +10ft increase to your movement speed. You also gain one of the option below depending on the elements you have access to. When you use an elemental movement if you appear next to someone and you attack them you can apply the effects of kinetic strikes if the attack hits. You can use these movement options Con modifier times per day.

Aether

  • Etheric Travel. You can gain the effects of the spell etherealness for up to 4 rounds.

Air

  • Wind-Walk. You gain the effects of the spell air walk as a move action. You also gain two other benefits a +20 to your base speed, and you become invisible as greater invisibility once you are over 30ft off the ground. This lasts for 1 minute.

Fire

  • Fire-Walk. You can touch an open flame and disappear into it and reappear next to another source of fire within 120ft as a move action. You are aware of fire in this range when you use this ability.

Earth

  • Earth Meld. You can use the effects of meld into stone as a move action except it can be any earthen material. You also do not suffer disadvantage on perception checks while like this and can leave the stone using 10ft of your movement.

Water

  • Water-Walk. You can touch a source of water and disappear into it and reappear next to another source of water within 80ft as a move action. You are aware of water in this range when you use this ability.

Wood Wood Stride. You can walk into a tree and appear from another tree within 100ft as a move action. You are aware of trees in this range when you use this ability. Shadow

  • Shadow-Walk. You can touch a shadow and disappear into it and reappear next to another shadow within 120ft as a move action. You are aware of shadows in this range when you use this ability.

Elemental Conditions[edit]

Starting at 10th level you may imbue your strikes with an element to debilitate an enemy. When you hit an attack using kinetic blade you may make the target make a con saving throw or suffer a condition. The save is the same as your wild talent saving throw. The effects last for 1d6+2 rounds and the enemy can attempt to pass the save to end the effect early using an action. Each element has their own conditions they may apply. You may use this ability proficiency modifier times per day.

Aether

  • Blinded
  • Exhausted (cannot apply more than 5 levels) (14th level)

Air

  • Deafened
  • Prone (14th level)

Fire

  • Burned (1d6 fire damage each round until pass save)
  • Scorched (1d8+1 fire damage each round until pass save) (14th level)

Earth

  • Prone
  • Stunned (14th level)

Water

  • Restrained
  • Poisoned (14th level)

Wood

  • Poisoned
  • Restrained (14th level)

Shadow

  • Frightened
  • Stunned (14th level)

Resistance Sunder[edit]

Starting at 14th level you can focus your blade to slice even the resistances of a creature. When you make a kinetic blade attack you may choose to have the target make a con saving throw equal to your wild talent dc. On a fail their immunities or resistances to your kinetic blade's damage type drop by a degree. immunity becomes resistance. Resistance the creature just has no resistance. This effect lasts for 1d8+1 rounds. You may use this ability a number of times equal to your con modifier.

Elemental Clone[edit]

Starting at 18th level you can create clones of yourself using a particular element and imbuing yourself into it. Using an action you may a copy of yourself. These clones dissipate into a puddle of whatever element you decide to use at creation. These clones lasts Con modifier hours, and you may use this ability twice per long rest. When a clone dissipates you gain the memories of the clone.

  • Half your maximum hp
  • Faux copies of your equipment that fade to nothing if removed and left for an hour
  • It can use any of your wild talents or blasts as if a kineticist half your level, but only that of the element you create it with
  • It's ac is 2 lower than yours
  • It has your personality, but generally listens to commands
  • Shares languages and skills
  • You have a mental connection with the clone allowing telepathic communication
  • Using your connection you can share a clone's senses using a bonus action.


Kinetimorph[edit]

Kineticists who use their elemental powers to augment their bodies and transform into powerful elemental creatures.

Shift[edit]

Starting at 3rd level you learn how to imbue yourself with elemental energy augmenting your body. When you do this your body gains elemental properties such as your eyes glowing with your element, parts of your body becoming elemental matter, or some other thematic quality. You can use a move action to apply a +2 stat bonus to yourself. This extends your stat cap to 22 in that stat. You can gain different bonuses depending on your elemental focus. If you have multiple elements available from expanded element you may choose which one to use. You can also gain 3 minor elemental benefits. You may use this ability a number of times equal to your constitution modifier. This ability lasts for 1 minute per use.

Shift Stat Increases

  • Str Aether Water Wood
  • Dex Air Shadow Fire
  • Con Earth

You gain 2d8 temp hp from the con stat bonus

Minor Elemental benefits

  • Darkvision 60ft. (120ft if you already have darvision)
  • Movement (add your level to jumping distances for air, burrow speed for earth, climb speed for wood, swim speed for water, +10 base speed for fire, shadow, and aether) (speeds are equal to base speed)
  • +2 to ac (when not wearing armor)
  • Elemental tongues (the spell tongues but only for elemental creatures)
  • 1d6+1 temporary hp that stacks with other sources of temporary hp (1d8+2 at 5th level, and 2d6+2 at 10th level)

Slam Infusion[edit]

Starting at 3rd level you learn to use a new infusion for your blasts. This is the Slam infusion. This allows you to cloak your limbs in your element or transform your limbs into your element and slam into the opponet. It functions as a natural attack and an unarmed attack. You may choose to replace your con to this attacks attack roll and damage rolls with strength or dexterity.

Elemental Imbuements[edit]

Starting at 6th level you learn how to truly imbue yourself. You can when you use your shift ability you can choose to gain stronger effects. You can choose to double the stat increase or choose a second stat to increase. If you double a stat the cap for that stat becomes 24. Certain elements have multiple stats they can increase, but you can also choose to imbue two elements at once for the secondary stat. Your shift ability also now lasts for 1 hour per use.

When Shifted you may expand the elemental benefits to include these options. You also gain 2 additional elemental benefits.

Major Elemental benefits

  • +4 ac (When not wearing armor)
  • Extra attack when using Natural attacks
  • You gain the Amorphous ability


Secondary Element stats

  • Str Earth Fire Air Shadow
  • Dex Water
  • Con Wood Aether

If con is doubled gain 4d8 temp hp

True Shifting[edit]

Starting at 10th level you can fully shift your form into elements. You can expend a use of your shift ability to assume the form of an elemental of its type. in the case of aether wood, and shadow you become a ghost, wraith, or treant. This would last for 1 minute per use. You also can gain 2 elemental benefits while in this form.

You gain the creatures physical ability scores unless your stats were higher in which case keep your original. Otherwise you keep your mental scores. As well you gain access to that creatures attacks, movement types and speeds, senses, and resistances and immunities. You do not gain that creatures health or extra hp, that creatures multiattack, or ac. Otherwise you retain your normal actions in addition to your chosen shape.

In addition you gain the following imbuement options when you shift

  • Your attacks bypass resistances


Chimera Shifting[edit]

Starting at 14th level you gain a greater control over your shifting abilities. When you use your shift ability you can apply 2 different stats as increases and double both stats. As well when using your true shifting ability if you have access to multiple elements, you may gain the traits of two elemental transformations at once taking the better between the two for things like stats. Your true shifting also now lasts for 1 hour per use. While you can choose to extend a use of shift until you dismiss it. In addition you may choose to use a use of shift to gain the benefits of shifting into an elemental, but retain your normal form. This would change your appearance to resemble your chosen transformation and your normal form fused together.

Omnielemental Shifting[edit]

Starting at 18th level when you use your shift ability you may choose to gain any feature from an elemental transformation as long as you have access to that element. In addition your uses of shift now last twice as long.


Elemental Mystic[edit]

Kineticists that form a bond with an elemental creature birthed form their powers. These mystics fight alongside their familiars to great effect.

Elemental familiar[edit]

Starting at 3rd level you create a familiar from elemental matter. The creature takes the form of a small wisp-like creature made of whatever element you chose for elemental focus. At certain levels your familiar can choose to take a larger form. As a bonus action on it's turn it can increase or decrease in size. At levels 6 and 10 it increases in size by 1 category. If it shrinks in size it's physical stats regress to the amount it was when it was that size, however mental stats stay the same.

The familiar has the following statistics. It takes it's turns either directly before you or directly after you. you may decide when rolling initiative. It's base stats are 7 strength, 12 dexterity, 14 constitution, 5 intelligence, 7 wisdom, and an 8 charisma. When you reach certain levels your familiar gains permanent stat increases. Your familiar at 2nd level starts with 15 hp. When you level up from levels 2-5 your familiar rolls a d6 + its constitution modifier for newly added hp. At levels 6-9 you use a d8 for its hit die. At levels 10-20 you use a d10. Your familiar is proficient with strength and constitution saving throws, natural attacks, and the athletics and acrobatics skills.

At 4th level your familiar gains +2 strength +2 intelligence +1 wisdom. At 6th level It gains a +5 to strength +2 to intelligence +2 to wisdom. At 10th level +4 to strength +4 to constitution +1 intelligence +2 wisdom. At 14th level +2 to strength +2 to dexterity +2 to constitution.

You can choose 3 level 2 abilities to apply to your familiar. And every odd level up you may gain an additional choice off the following chart to apply to your familiar.


Familiar Abilities[edit]

Ability Level Required Element Description
Natural armor 2 Universal Familiar gains a +2 ac as natural armor increasing to +4 at 6th level.
Mental Connection 2 Universal Familiar has a minor mental connection with you. You may give it commands mentally, share senses with it as a bonus action, and have a limited form of communication akin to sharing ideas or emotions rather than words.
Jolt 2 Universal Familiar can create a blast of its own this would work exactly like your own except its damage being 1d6+1 increasing to 2d6 at 4th level 3d6 at 8th level and 4d6 at1 4th level
Amorphous 2 Universal Familiar gains the amorphous ability allowing it to move through creature's spaces and through gaps wider than one inch
Stealthed 2 Shadow Familiar can gain advantage on stealth checks if in darkness
Minor telekinetic 2 Aether Familiar gains the ability to cast the cantrip mage hand at will with the hand being invisible
Flames 2 Fire gains the produce flames cantrip
Waves 2 Water Familiar gains the cantrip shape water
Eathern Shaping 2 Earth Familiar gains the mold earth cantrip
Shocking touch 2 Air Familiar gains the shocking grasp cantrip
Primordial Tongue 3 Universal Familiar gains the ability to speak primordial
Burrow 5 Earth Familiar gains a burrow speed of 35ft.
Climb 5 Wood Familiar gains a climbing speed of 30ft
Incorporeal 5 Aether Shadow Familiar gains the ability to become incorporeal as a bonus action allowing it to travel through creatures and objects as if it were difficult terrain
Flight 5 Air Aether Familiar gains a darkvision 60ft. 120ft at 9th level
Earth Glide 7 Earth Familiar gains the ability to glide through the earth as if from the ability earth glide
Tremorsense 7 Earth Familiar gains tremorsense 30ft
Ethersight 7 Aether Familiar gains can see into the ethereal plan up to 30ft
Elemental Attack 7 Universal Familiar gains a special attack depending on the element it is. Air gets whirlwind Water gets whelm. Fire gets a flaming touch attack. Earth gets boulder throw. Aether gets Searing cone. Shadow gets life drain. Wood gains Ensnaring Spear.*
Enhanced Burn Absorption 5 Universal Familiar becomes more adept at absorbing burn from you allowing it to take 1 more burn than its limit
Burn Cooling 7 Universal Familiar becomes more adept at reducing damage it takes from burn reducing the burn damage by 3.
Magical Protection 7 Universal Familiar gains resistance to non magical slashing, piercing, and bludgeoning damage
Elemental Immunity 9 Universal Familiar becomes Immune to the damage type of what element it is.
Extended Range 9 Universal Familiar can accept burn for absorption up to 60ft away
Unlimited Range 13 Universal Familiar can absorb burn from anywhere as long as you are both on the same plane
Greater Absorption 9 Universal Familiar can absorb 2 additional burn
Conduit 5 Universal You can have any blast, infusion, or wild talent originate as if you were standing where your familiar is, or have your familair use them as if it were you on it's turn.
  • Air fire water earth attacks work as an elemental except dcs are replaced with your wild talent dc. Aether's works as a Solar's searing burst in a 30ft cone. Shadow's works as a wraiths life drain ability. Wood's is a ranged spell attack to deal 2d10 piercing damage and all creatures within 20ft from that target make a dex save against your wild talent dc or become restrained.

Tethering Connection[edit]

Starting at 6th level you can utilize your familiar to help mitigate burn. When you take burn if your familiar is within 30ft of you, you can choose to allow it to take the damage from burn instead of you. Your familiar can only absorb 4 burn in this way.

Greater Teamwork[edit]

At 10th level you can have your familiar merge with you as medium size forming armor around you. This functions as armor so you cannot gain the benefits of armor alongside this or abilities that work as armor. You gain +5 to ac, a +2 to all saving throws, 3d8+2 temporary hp, and immunity to your elementals damage type. Any physical saving throw or athletic, stealth, or acrobatics skill check you may use your familiar's instead of your own. You may use this ability Con modifier +1 times per day, and each use lasts for a minute per half your level rounded down. You can expend an additional use before the effect ends to extend the duration.

As One[edit]

At 14th level you have the ability to merge with your familiar. When you do this you must use an action on your turn. This makes you untargetable by attacks. Spells that require a saving throw still can affect you though. While in this state your movement becomes 0. This grants your familiar 4d8+2 temporary hp. Your familiar must be large to do this. You may use this ability Con modifier times per day, and each use lasts for 1 minute. You can expend an additional use before the effect ends to extend the duration by a minute.

Sacrifice[edit]

Starting at 18th level your connection to your familiar is so great you can share damage as well as burn. As a reaction whenever you or your familiar gets damaged by an attack you can choose to siphon half or all of it to the other. As well if an attack or effect were to reduce you to 0 hp you may expend a use of this ability have you go to 1 hp instead and have your familiar go to 0 hp instead of you. You can use this ability Con modifier times per day.

Elements[edit]

Aether

Kineticists who focus on the element of aether are called Aetherkinetics. Aether is an energy that makes up the ethereal plane using it allows them to interact with objects by using that energy to manipulate them in the ethereal plane and create blinding bursts of plasma like energy when pulled into the material plane.

Class Skills: An Aetherkinetics adds Sleight of Hand to their list of class skills.

Basic wild talents: Atherkinesis Telekinesis

Blast type: Energy Etheric

Air
Kineticists who focus on the element of air are called Aerokinetics. Aerokinetics often control air flow or electricity, specializing in mobility and ranged combat.

Class Skills: An Aerokineticist adds Acrobatics to their list of class skills.

Basic wild talents: Aerokinesis Electrokinetic

Blast type: Air Electric


Earth
Kineticists who focus on the element of earth are called Geokinetics. Geokinetics manipulate the earth itself, and they are masters of defensive techniques.

Class Skills: A Geokineticist adds Athletics to their list of class skills.

Basic wild talents: Geokinesis

Blast type: Earth

Fire
Kineticists who focus on the element of fire are called Pyrokinetics. Pyrokinetics wield elemental fire as a potent weapon, and they possess a powerful offense.

Class Skills: A Pyrokineticist adds Survival to their list of class skills.

Basic wild talents: Pyrokinesis

Blast type: Fire


Water
Kineticists who focus on the element of water are called Hydrokinetics. Hydrokinetics master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.

Class Skills: A Hydrokineticist adds Athletics and Medicine to their list of class skills.

Basic wild talents: Hydrokinesis Cryokinesis

Blast type: Water Cold

Wood
Kineticists who manipulate wood are known as Phytokinetics. Phytokinetics use ambient energy from the feywilds to gain a connection to wood and plants. Allowing them to create and manipulate plant life.

Class Skills: A phytokineticists adds Nature to their list of class skills.

Basic wild talents: Phytokinesis

Blast type: Plant Poison

Shadow
Kineticists who manipulate Shadow energy are known as Umbrakinetics. Umbrakinetics use ambient energy from the Underdark to gain a connection to darkness and decay. Allowing them to create and manipulate shadows, as well as use the power of decay to harm their foes.

Class Skills: A Umbrakineticist adds Stealth to their list of class skills.

Basic wild talents: Umbrakinesis

Blast type: Plant Dark Decay


Blasts[edit]

AIR BLAST
Element: Air
Type: Simple Blast
Descritptor: Air Level: —
Burn: 0
Blast Type: Physical
Damage: Slashing or Bludgeoning
A gust of air batters a creature within range or slash a creature with razor sharp winds.

COLD BLAST
Element: Water
Type: Simple Blast
Descritptor: Cold Level: —
Burn: 0
Blast Type: Energy
Damage: Cold
A beam of utter cold streaks towards a creature.

EARTH BLAST
Element: Earth
Type: Simple Blast
Descritptor: Earth Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning, piercing, or slashing
Clumps or Shards of Earth burst from the ground and fly towards a creature.

ELECTRIC BLAST
Element: Air
Type: Simple Blast
Descritptor: Electricity Level: —
Burn: 0
Blast Type: Energy
Damage: Electricity
An arc of electricity shoots forth, striking a creature in range.

FIRE BLAST
Element: Fire
Type: Simple Blast
Descritptor: Fire Level: —
Burn: 0
Blast Type: Energy
Damage Fire
A gout of flickering flame engulfs a creature within reach.

ETHERIC BLAST
Element: Aether
Type: Simple Blast
Descritptor: Force Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning
You slam a mass of aether energy into a creature within range.

ENERGY BLAST
Element: Aether
Type: Simple Blast
Descritptor: Light Level: —
Burn: 0
Blast Type: Energy
Damage: Radiant
You pool aether energy into a blast of energy to a creature within range.

WATER BLAST
Element: Water
Type: Simple Blast
Descritptor: Water Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning
A stream of water slams into a creature within range.

PLANT BLAST
Element: Wood
Type: Simple Blast
Descritptor: Earth Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning, piercing, or slashing
Plant matter flings itself at a creature within range. This can be many shapes or styles changing the damage type each time it's used. This can be vines slaming into a target, leaves shooting out and cutting the target, thorns shooting at a target, or other thematic effects.

POISON BLAST
Element: Wood
Type: Simple Blast
Descritptor: Earth Level: —
Burn: 0
Blast Type: Energy
Damage: Poison
You gather poison from toxic plants together and shoot that poison at a creature.

DARK BLAST
Element: Shadow
Type: Simple Blast
Descritptor: Darkness Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning, piercing, or slashing
A mass of shadows fly at a creature within range. This can be many shapes or styles changing the damage type each time it's used.

DECAY BLAST
Element: Shadow
Type: Simple Blast
Descritptor: Death Level: —
Burn: 0
Blast Type: Energy
Damage: Necrotic

Energy of decay flies at the target decaying them.

Hybrid Blasts[edit]

Plasma Blast

Element: Air Fire
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: Fire
You condense a ball of air and superheat it with fire until you have a ball of plasma which you then shoot at a creature.

Thunderstorm Blast
Element: Air Water
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: Lightning
You send a stream of electrically charged water at a creature.

Radiant Lightning
Element: Air Aether
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: Lightning half Radiant half
You send out streaks of bright glowing blue lightning at a creature.

Spring Blast
Element: Air Wood
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Physical
Damage: Slashing or Piercing
You send a stream of sharpened plant matter boosted by air at a creature.

Lava Blast
Element: Earth Fire
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: Fire
You melt down earth into lava and shoot it at a creature.

Autumn Blast
Element: Earth Wood
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Physical
Damage: Slashing, Piercing, or Bludgeoning
You send a volley of earth and plant matter at a creature.

Metal Blast
Element: Earth
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Physical
Damage: Slashing, Piercing, or Bludgeoning
You create chunks of metal and hurl them at a creature.

Blue Flame Blast
Element: Fire
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy br /> Damage: Fire
You create brilliant blue flames and send them at a creature.

Solar Blast
Element: Fire Aether
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: half Fire half Radiant
You infuse your flames with aetheric energy creating solar energy and then shoot it at a creature.

Summer Blast
Element: Fire Wood
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy Physical
Damage: Half Slashing or Piecing half Fire
You send a volley of flaming plant matter at a creature.

Dark Flames Blast
Element: Fire Shadow
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: half Fire half Necrotic
You send a stream of black flames of decay at a creature.

Dark Lightning Blast
Element: Air Shadow
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: half Lightning half Necrotic
You send a stream of black lightning at a creature.

Winter Blast
Element: Water Wood
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Physical
Damage: half Cold half Slashing or Piercing
You send a volley of frozen plant matter at a creature.

Deaths Embrace Blast
Element: Water Shadow
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: Necrotic
You send a blast of chilled darkness at a creature.

Twilight Blast
Element: Aether Shadow
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: half Radiant half Necrotic
You send a blast of light and darkness at a creature.

Blizzard Blast
Element: Water Air
Type: Hybrid Blast
Level: —
Burn: 1
Blast Type: Energy
Damage: half Radiant half Necrotic

You send a ray of freezing cold amplified by surging winds.


Infusions[edit]

BOWLING INFUSION

Element: Aether Wood or Earth
Type: Substance Infusion
Level: 2
Burn: 2
Associated Blasts: Earth, Metal, Etheric
You bowl your foes over with the sheer mass of your kinetic blast. Make a contested Constitution check in place of a normal Strength check vs each target's Strength check that were damaged by your infused blast, to determine if they're knocked prone.

BRILLIANT INFUSION
Element: Fire Aether
Type: Substance Infusion
Level: 6
Burn: 3
Prerequisite: Flash Infusion
Associated Blasts: Blue Flame, Fire, Energy
Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a Continual Flame effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor.

BURNING INFUSION
Element: Fire
Type: Substance Infusion
Level: 1
Burn: 1
Associated Blasts: Blue Flame, Fire
Your kinetic blast ignites creatures. Whenever an infused blast hits a creature, they catch on fire on a failed Dexterity saving throw. A creature on fire takes 1d6 fire damage each round until the fire is extinguished. Fire blasts against a creature on fire from this infusion blast, gain a +2 bonus on attack rolls and the creature suffers disadvantage to extinguish the fire when hit for 1 round.

CHAIN
Element: Air
Type: Form Infusion
Level: 5
Burn: 3
Associated Blasts: Electric
Your electric blast leaps from creature to creature. A creature hit with your infused blast can strike additional creatures that are within 30 feet of the first, making an attack roll for each one. Each additional attack originates from the previous creature, which could alter cover and other conditions. Each additional creature takes 1 damage die fewer points of damage than the last (for example, 3d10 becomes 2d10), can't be chained back to a previous target. You can continue chaining blasts until a blast misses, fails to deal damage or until your blast is reduced to a single damage die.

CHILLING INFUSION
Element: Water
Type: Substance Infusion
Level: 5
Burn: 3
Associated Blasts: Cold, Blizzard
Your kinetic blast chills creatures to the bone. making their movements sluggish. Whenever an infused blast deals cold damage to a creature, that creature is staggered for 1 round after failing a Constitution saving throw.

CLOUD
Element: Air Water
Type: Form Infusion
Level: 7
Burn: 4
Prerequisite: Extended Range
Associated Blasts: Thunderstorm Blizzard Winter Fall Summer Spring
You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again.

CYCLONE
Element: Air
Type: Form Infusion
Level: 4
Burn: 3
Associated Blasts: Air, Thunderstorm Blizzard
Saving Throw Reflex half
A circular rush of wind bursts from you. All creatures and objects within a 20-foot-radius burst centered on you take half your blast's normal amount of damage. Creatures who make a successful Dexterity saving throw only take half (1/4 damage).

DEADLY EARTH
Element: Earth
Type: Form Infusion
Level: 6
Burn: 4
Prerequisite: Extended Range
Associated Blasts: Earth, Metal
You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground becomes brittle and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again.

DISINTEGRATING INFUSION
Element: Aether Shadow
Type: Substance Infusion
Level: 6
Burn: 2
Associated Blasts: Etheric
You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets can make a Constitution saving throw to reduce the normal damage (for a total of 1/4 of the blast's increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can't be reduced by effects such as infusion specialization or gather power.

ENTANGLING INFUSION
Element: Earth Wood or Water
Type: Substance Infusion
Level: 2
Burn: 2
Associated Blasts: Cold, Earth, Metal, Plant
Your kinetic blast surrounds creatures in elemental matter. Whenever a blast with this infusion deals damage to creatures, they must make a successful Dexterity save or become entangled for 1 minute. They can remove this condition as an action with a successful Strength check (Athletics) (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the creature was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing them to be rooted in place as though anchored to an immobile object.

ERUPTION
Element: Fire Lava
Type: Form Infusion
Level: 3
Burn: 2
Prerequisite: Extended Range
Associated Blasts: Blue Flame, Fire, Lava
Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. On a failed Dexterity save, an energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage and a successful save halves damage.

EXPLOSION
Element: Fire
Type: Form Infusion
Level: 7
Burn: 4
Prerequisite: Extended Range
Associated Blasts: Blue Flame, Fire
You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you and can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast's damage while a successful Dexterity save halves the damage.

EXTENDED RANGE
Element: Universal
Type: Form Infusion
Level: 1
Burn: 1
Associated Blasts: Any
Your kinetic blast can strike any target within 120 feet.

FAN OF FLAMES
Element: Fire
Type: Form Infusion
Level: 1
Burn: 1
Associated Blasts: Blue Flame, Fire
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. A successful Dexterity saving throw halves damage.

FLASH INFUSION
Element: Fire Aether
Type: Substance Infusion
Level: 4
Burn: 3
Associated Blasts: Blue Flame, Fire, Energy
Saving Throw Will negates
Your kinetic blast is so bright that it blinds creatures. Whenever an infused blast hits a creature, it must succeed at an Intelligence saving throw or be blinded for 1 round, regardless of whether it takes damage from the blast or not. You can reduce the blast's damage by half to increase the DC of this save by 2.

FOE THROW
Element: Aether
Type: Form Infusion
Level: 3
Burn: 2
Associated Blasts: Etheric
Your etheric blast can throw a Large or smaller creature. You can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Strength save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.

FORCE BLAST
Element: Aether
Type: Substance Infusion
Level: 4
Burn: 1
Associated Blasts: Etheric
You can use your telekinetic prowess to make your etheric blasts to deal damage as if an energy blast and deal force damage.

FRAGMENTATION
Element: Earth or Water
Type: Form Infusion
Level: 7
Burn: 4
Prerequisite: Extended Range
Associated Blasts: Earth, Ice, Metal
You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Dexterity save to reduce that damage by half again. If the attack misses its target, the blast has no effect.

GUSTING INFUSION
Element: Air
Type: Substance Infusion
Level: 1
Burn: 1
Associated Blasts: Air, Blizzard, Thunderstorm
The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path. A successful Strength save prevents creatures from being knocked prone.

IMPALE
Element: Earth Wood or Water
Type: Form Infusion
Level: 3
Burn: 2
Associated Blasts: Earth, Ice, Metal
You extend a long, sharp spike of elemental matter along a line, impaling multiple creatures. Make an attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical hit, it only applies to the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.

KINETIC BLADE
Element: Universal
Type: Form Infusion
Level: 1
Burn: 0
Associated Blasts: Any
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent them from using gather power.

You can use this form infusion once as part of a bonus action in order to make melee attacks with your kinetic blade. Since it's part of another action, using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with AC as normal for a blast of its type.br />

MAGNETIC INFUSION
Element: Air or Earth
Type: Substance Infusion
Level: 3
Burn: 2
Associated Blasts: Electric, Metal
Your kinetic blast causes creatures to become mildly magnetic. Whenever an infused blast deals damage to a creature, attacks made with metal weapons (including metal kinetic blasts) against that creature gain advantage until the end of your next turn, and the creature suffers disadvantage on Dexterity saving throws to avoid metallic objects.

MANY THROW
Element: Aether
Type: Form Infusion
Level: 8
Burn: 4
Prerequisite: Extended Range
Associated Blasts: Etheric
You grab a large number of objects and throw them all at once. You can use your etheric blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart.

PURE-FLAME INFUSION
Element: Fire
Type: Substance Infusion
Level: 7
Burn: 4
Associated Blasts: Fire, Blue Flame, Lava
You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores fire resistance.

PUSHING INFUSION
Element: Aether, Air, Earth, or Water
Type: Substance Infusion
Level: 1
Burn: 1
Associated Blasts: Air, Earth, Metal, Etheric, Water
The momentum of your kinetic blast knocks foes back. Make a Strength check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a creature back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

QUENCHING INFUSION
Element: Water
Type: Substance Infusion
Level: 1
Burn: 1
Associated Blasts: Water
Your blast puts out nonmagical fires as if they had been touched by a water elemental. If you increase the burn cost to 2 or reduce the damage to 0, it also dispels magical fires as if you were a water elemental with a number of Hit Dice equal to your kineticist level.

RARE-METAL INFUSION
Element: Earth
Type: Substance Infusion
Level: 3
Burn: 2
Associated Blasts: Metal
You can control the properties of metal, allowing your metal blast to bypass damage resistance as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage resistance that could be overcome with the correct type of metal (such as gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no GP value.

RIDE THE BLAST
Element: Universal
Type: Form Infusion
Level: 6
Burn: 3
Associated Blasts: Unviversal
You transform yourself into your element allowing you do ride your blast appearing in a square adjacent to the space your blast was targetting.

SNAKE
Element: Universal
Type: Form Infusion
Level: 3
Burn: 2
Prerequisite: Extended Range
Associated Blasts: Any
You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

SPRAY
Element: Water
Type: Form Infusion
Level: 4
Burn: 3
Associated Blasts: Water
You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone that don't succeed a Dexterity saving throw take half your normal amount of blast damage while a successful save halves it (1/4).

THUNDERING INFUSION
Element: Air
Type: Substance Infusion
Level: 1
Burn: 1
Associated Blasts: Electric, Thunderstorm
Saving Throw Fortitude negates
Your lightning brings with it a peal of thunder. Whenever your infused blast hits a creature, they must succeed an Intelligence save or become deafened, even if the blast doesn't deal damage.

TORRENT
Element: Air, Fire, or Water
Type: Form Infusion
Level: 3
Burn: 2
Associated Blasts: Air, Blue Flame, Fire, Thunderstorm, Water
A torrent of energy batters or burns all creatures in a 30-foot line, dealing half the blast's normal amount (or full damage for energy blasts) if the creatures fail a Dexterity saving throw.

WALL
Element: Universal
Type: Form Infusion
Level: 5
Burn: 3
Associated Blasts: Any
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall's squares when you create it take 1/4 the normal damage from your blast (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

Lightning Strike
Element: Air Thunderstorm Radiant Lightning
Type: Form Infusion
Level: 4
Burn: 2
Associated Blasts: Blue Flame, Fire
Saving Throw Dex half
Your kinetic blast originates from the sky and strikes the target like an actual bolt of lightning. This targets all creatures within 5ft of the selected spot and they must make a dexterity saving throw.

In your shadow
Element: Shadow
Type: Form Infusion
Level: 4
Burn: 2
Associated Blasts: Dark Decay
Saving Throw Dex half
Your kinetic blast originates from in the shadow of a creature requiring a dexterity saving throw to take half damage.

Root System
Element: Wood
Type: Form Infusion
Level: 4
Burn: 1
Associated Blasts: Plant
You can use the interconnection of plants to your advantage, as long as you are near plant life you may have your blast originate from any plant life within 40ft.

Toxic
Element: Wood Shadow
Type: Substance Infusion
Level: 4
Burn: 2
Associated Blasts: Plant Decay
Saving Throw Con negates
You infuse decay or toxins into your blasts. When a creature is hit by this blast they must make a constitution saving throw or be poisoned for 5 rounds

Sheathe
Element: Universal
Type: Form Infusion
Level: 2
Burn: 0
Associated Blasts: Any
You infuse a weapon with an element granting you proficiency with that weapon and allowing any magical properties to work as normal. The weapon deals your kinetic blasts damage as normal.

Elemental Defense[edit]

ENVELOPING WINDS

Element: Air
Type: Defense
Level: —
Burn: 0
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a disadvantage to rolls made against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect magic ranged attacks and melee attacks for one round. Spells such as magic missile which do not have an attack roll automatically miss if the number of burn points accumulated exceeds the spells level. You can dismiss or restore this effect as a bonus action.

FLESH OF STONE
Element: Earth
Type: Defense
Level: —
Burn: 0
Your skin hardens like stone, dampening the impact of most attacks. You gain resistance to bludgeoning, piercing, and slashing damage. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage resistance to change to immunity for 1 round. You can dismiss and restore this effect as a bonus action.

FORCE WARD
Element: Aether
Type: Defense
Level: —
Burn: 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level + your Constitution modifier. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as an action, you can increase the maximum number of temporary hit points provided by your force ward by half your Constitution modifier (minimum 1) until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you syphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as a bonus action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.

SEARING FLESH
Element: Fire
Type: Defense
Level: —
Burn: 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack, an unarmed strike, or a non reach melee weapon attack, that creature takes 3 points of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. By accepting 1 point of burn you may increase the base damage of this ability to 5 for 3 rounds. You can dismiss or restore this effect as a bonus action.

SHROUD OF WATER
Element: Water
Type: Defense
Level: —
Burn: 0
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC. You can change the type of bonus as an action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as a bonus action.

SHADOWY CLOAK
Element: Water
Type: Defense
Level: —
Burn: 0
You don an cloak made of pure darkness. This grants you the effects of half cover, which is a +2 to ac and dexterity saving throws. Whenever you accept burn while using a shadow wild talent you can allow this effect to increase to three-quarters cover, which is a +5 to ac and dexterity saving throws, for 2 rounds.

WOODEN ARMOR
Element: Water
Type: Defense
Level: —
Burn: 0
You grow armor around yourself made from strong wood. This gives you a +3 to ac and can regenerate hp by expending a number of hit die equal to half your level rounded down as if taking a short rest. Whenever you accept burn while using a wood wild talent you can heal 1d8 hp though this cannot heal you to full hp due to burn.


Utility Talents[edit]

AERIAL ADAPTATION

Element: Air
Type: Utility
Level: 5
Burn: 0
You are resistant to electricity and thunder damage. Accepting 1 point of burn allows you to gain Immunity to electricity for your level in kineticist.

AERIAL EVASION
Element: Air
Type: Utility
Level: 3
Burn: 1
Prerequisite: Enveloping Winds
You use wind to thrust yourself away from area attacks. Until the next time your burn is removed, you gain evasion, as the rogue class feature.

AETHER PUPPET
Element: Aether
Type Utility
Level: 5
Burn: 0
You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object. Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state. By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.

AIR CUSHION
Element: Air
Type: Utility
Level: 1
Burn: 0
You cushion a fall from any height. You are constantly under the effects of Feather Fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

AIR SHROUD
Element: Air
Type: Utility
Level: 1
Burn: 0
You are always surrounded by air, as Air Bubble. As an action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

AIR SHROUD, GREATER
Element: Air
Type: Utility
Level: 5
Burn: 0
Prerequisite: Air Shroud
Your air shroud improves, granting you the ability to create large spheres of air around yourself that moves with you. This sphere is 10ft in diameter around you and provides breathing air to all inside. It also pushes all liquids away allowing you to walk through water, as well you can spend a reaction during its duration once per round to cause a creature attempting to enter your sphere to make a strength saving throw or be knocked backwards 5ft.

AIR'S LEAP
Element: Air
Type: Utility
Level: 1
Burn: 0
You are always considered to have a running start when jumping. You add your kineticist level as a bonus to the number of feet you can jump. You can accept 1 point of burn when jumping to double the distance you jump.

AIR'S REACH
Element: Air
Type: Utility
Level: 1
Burn: —
When using air blasts, air wild talents, or hybrid blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.

BASIC AEROKINESIS
Element: Air
Type: Utility
Level: 1
Burn: 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject advantage bonus on saves against very hot conditions, severe heat, breath weapons, cloud vapors and gases (such as Cloudkill, Stinking Cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

As well this can function as the cantrip Gust.

BASIC GEOKINESIS
Element: Earth
Type: Utility
Level: 1
Burn: 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip. As well as mimic the Mold Earth Cantrip.

BASIC HYDROKINESIS
Element: Water
Type: Utility
Level: 1
Burn: 0
You can create water as the cantrip Create Food and Water but only the water part, purify water as if using Purify Food and Drink and dry wet creatures and objects as if using Prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score. As well you can mimic the Shape Water cantrip.

BASIC PYROKINESIS
Element: Fire
Type Utility
Level: 1
Burn: 0
You can use your inner flame to reproduce the effects of Produce Flame and Control Flames.

BASIC TELEKINESIS
Element: Aether
Type: Utility
Level: 1
Burn: 0
This ability allows you to telekinetically an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds) around you within 30ft. You can move magical objects and can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

BASIC UMBRAKINESIS
Element: Shadow
Type: Utility
Level: 1
Burn: 0
Using your ability to control shadows you can create realistic illusions as if using the cantrip Minor Illusion.

BASIC PHYTOKINESIS
Element: Wood
Type: Utility
Level: 1
Burn: 0
You can utilize your innate connection to plant life to manipulate them. You can utilize this for 2 different things. The first is you can animate plant life and direct it to move an example of this would be having a tree limb reach down so you could climb on it and have it raise up or having a vine grab an item. The second use is to cause 1 plant to age rapidly growing fully within seconds. When using the second ability you can cause a plant to grow in the direction you wish and as well you can direct it to be larger than a plant of its type would naturally be. />

BASIC AETHERKINESIS
Element: Aether
Type: Utility
Level: 1
Burn: 0
You bring in aether to the material plane creating an orb of bright light. This creates a floating orb that follows you and shines bright light in a 30ft radius and dim light for another 20ft after that. You can use a bonus action to move the orb up to 30ft or have it follow another creature if you touch them with the orb. The orb lasts for 1 minute. />

BASIC ELECTROKINESIS
Element: Air
Type: Utility
Level: 1
Burn: 0
You can create a small amount of electricity to ignite a flammable object with a touch, zap a creature dealing 1d6 damage and removing that creatures ability to make reactions, or create harmless sensory effect of lightning such as creating sparks around yourself or your hands. />

BASIC CRYOKINESIS
Element: Water
Type: Utility
Level: 1
Burn: 0
You can use your inner connection to water to create ice. This allows you to create a 5ft square of difficult terrain that requires a dexterity saving throw or be knocked prone, to freeze liquids over allowing you to walk at half speed to walk on water and other liquids, and to touch a creature requiring a constitution saving throw or have thir movement reduced to 0 for 1 round. />

BODY OF AIR
Element: Air
Type: Utility
Level: 3
Burn: 0
You transform yourself into gas, as per ‘’Gaseous form’’. You can’t use kinetic blasts while in this form.

CELERITY
Element: Air
Type: Utility
Level: 4
Burn: 1
You can galvanize the flow of electricity within you to enhance your speed. This acts as Haste. If you accept a point of burn you may apply this effect to 2 other willing creatures

COLD ADAPTATION
Element: Fire or Water
Type: Utility
Level: 1
Burn: 0
You are constantly protected from cold temperatures meaning you suffer no penalties from any environmental conditions due to cold. Accepting one point of burn gives you resistance to cold for 2 rounds per kineticist level.

COLD SNAP
Element: Water
Type: Utility
Level: 3
Burn: 1
Prerequisites: Cold Adaptation, Shroud of Water
You chill your shroud of water and send the cold around you, creating an aura of numbing cold. Until the next time your burn is removed, you can begin or end the cold aura at will as a free action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as Endure Elements.

EARTH CLIMB
Element: Earth Wood
Type: Utility
Level: 2
Burn: 0
You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

EARTH GLIDE
Element: Earth
Type: Utility
Level: 5
Burn: 0
Prerequisite: Earth Climb
You can glide through earth, as an earth elemental's Earth Glide ability, with a burrow speed equal to your base land speed.

EARTH WALK
Element: Earth
Type: Utility
Level: 1
Burn: ­—
Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth or mud. While on such surfaces you add your elemental overflow bonus to your Strength check against being moved or tripped and on Athletics checks to balance.

ELEMENTAL GRIP
Element: Universal
Type: Utility
Level: 3
Burn: 0
You use your element to halt a creature associated with your element, as Hold Monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate. A creature can overcome this effect by making a Intelligence save.

ENDURING EARTH
Element: Earth
Type: Utility
Level: 4
Burn: —
When using earth blasts, earth wild talents, or hybrid blasts that include earth, double the duration if it's longer than 1 round.

ENGULFING WINDS
Element: Air
Type: Utility
Level: 3
Burn: 0
Prerequisite: Enveloping Winds
You bend your winds into a formidable barrier. Until the start of your next turn, you lose the benefits of Enveloping Winds, but can create a Wind Wall as the spell. You can extend the wall's duration to 1 round per kineticist level by accepting 1 point of burn.

FIRE SCULPTOR
Element: Fire
Type: Utility
Level: 1
Burn: 0
You can sculpt shapes out of flame or alter a fire's spread. As an action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire's edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

FIRE'S FURY
Element: Fire
Type: Utility
Level: 1
Burn: —
When using fire blasts or hybrid blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

FIRESIGHT
Element Fire
Type: Utility
Level: 3
Burn: —
You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.

FLAME JET
Element: Fire
Type: Utility
Level: 3
Burn: 0
You shoot a burst of flame behind you as an action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

FLAME JET, GREATER
Element: Fire
Type: Utility
Level: 6
Burn: 0
Prerequisite: Flame Jet
You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

FLAME SHIELD
Element: Fire
Type: Utility
Level: 5
Burn: 1
Prerequisite: Searing Flesh
Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level each round after for 2 rounds unless it is using a reach weapon. You also gain the protection from cold due to the warmth of your shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.

FORCE BARRIER
Element: Aether
Type: Utility
Level: 5
Burn: 0
Prerequisite: Force Ward
You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a Wall of Force in all other ways. Activating this ability is an action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.

HEAT ADAPTATION
Element: Fire or Water
Type: Utility
Level: 3
Burn: 0
You are constantly protected from hot temperatures and gain fire resistance. This becomes immunity by accepting 1 point of burn for 5 rounds.

HEAT WAVE
Element: Fire
Type: Utility
Level: 3
Burn: 1
Prerequisites: Heat Adaptation, Searing Flesh
You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a free action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer disadvantage due to concealment. You are immune to these effects, as are those immune to fire or benefiting from Endure Elements.

ICE PATH
Element: Water
Type: Utility
Level: 6
Burn: 0
Prerequisite: Icewalker
You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts.

ICE SCULPTOR
Element: Water
Type: Utility
Level: 3
Burn: 0
You can sculpt ice and snow into new shapes, as the spell Stone Shape but by affecting ice and snow instead of stone.

ICEWALKER
Element: Water
Type: Utility
Level: 1
Burn: —
You can move across wet and icy surfaces without needing to attempt Dexterity checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.

JAGGED FLESH
Element: Earth
Type: Utility
Level: 3
Burn: 1
Prerequisite: Flesh of Stone
You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 + your Constitution modifier points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness.

KINETIC COVER
Element: Aether, Earth Wood or Water
Type: Utility
Level: 1
Burn: 0
You call up elemental matter to defend yourself and your allies from attacks. As an action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

KINETIC FORM
Element: Universal
Type: Utility
Level: 5
Burn 1
You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn't change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.

KINETIC HEALER
Element: Aether Wood or Water
Type: Utility
Level: 1
Burn: 1
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of damage per Hit Die he possesses. As usual for burn, this damage can't be healed by any means until the recipient takes a full night's rest. NOTE: You may use the Alternate Burn Handling for the point of burn accepted (see Burn above).

REVERSE SHIFT
Element: Universal
Type: Utility
Level: 8
Burn 0
You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as Etherealness. As long as you concentrate on reverse shift, you remain on the Ethereal Plane. After a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.

SEARING FLAME
Element: Fire
Type: Utility
Level: 2
Burn: —
Prerequisite: Burning Infusion
Over time, your burning infusion sears away creature's resistances. When you roll burn damage from burning infusion against a creature, they lose their resistance to physical damage and fire for a short time. This loss lasts for a number of rounds equal to 1/2 your kineticist level.

SELF TELEKINESIS
Element: Aether
Type: Utility
Level: 3
Burn 0
You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.

SELF TELEKINESIS, GREATER
Element: Aether
Type: Utility
Level: 6
Burn 0
Prerequisite: Self Telekinesis
You have greater control over your self-telekinesis. Otherwise, this wild talent functions like greater flame jet.

SHIFT EARTH
Element: Earth
Type: Utility
Level: 4
Burn: 0
Prerequisite: Kinetic Cover
As an action, you can push or pull a 10-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up along a cliff face, holes, or other useful features. This doesn't cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature's feet, it can attempt a DC 20 Dexterity save to leap elsewhere and avoid moving along with the earth.

SHIFT EARTH, GREATER
Element: Earth
Type: Utility
Level: 7
Burn: 0
Prerequisites: Kinetic Cover, Shift Earth
You can move greater quantities of earth, as the spell Move Earth.

SHIMMERING MIRAGE
Element: Water
Type Utility
Level: 5
Burn: 1
Prerequisite: Shroud of Water
Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer disadvantage due to concealment until the end of the encounter, after accepting 1 point of burn.

SKILLED KINETICIST
Element: Universal
Type: Utility
Level: 1
Burn: —
You gain expertise with the skill associated with your element, if you have more than one you may choose to gain proficency with the skill of your extra elements. As well you have advantage on skill checks made to identify or communicate with creatures with the elemental subtype. This wild talent may not be taken multiple times.

SKILLED KINETICIST, GREATER
Element: Universal
Type: Utility
Level: 3
Burn: —
Prerequisite: Skilled Kineticist
You may choose to gain expertise in a skill associated with an element that you have acsess to if you are proficient with it, otherwise you gain proficiency with that chosen skill. This wild talent may not be taken multiple times.

SLICK
Element: Water
Type: Utility
Level: 1
Burn: 0
As an action, you call forth slippery water or ice, creating any of the effects of the Grease spell for 1 minute. You can accept 1 point of burn to double the size of the effect. A successful Dexterity save negates this effect.

SMOKE STORM
Element: Fire
Type: Utility
Level: 3
Burn: 0
You transform a source of open flame within 120 feet into a cloud of choking smoke, filling a 20-foot-radius spread and affecting vision like a smokestick. All creatures that begin their turns inside the area, which fail a Constitution save, become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter.

SPELL DEFLECTION
Element: Aether
Type: Utility
Level: 8
Burn: 0
You weave strands of aether around yourself in order to deflect magic. Until the beginning of your next turn you gain advantage on saving throws against magic effects, and magical attacks have disadvantage against you. You can accept 1 point of burn to increase the duration to 1 minutes.

SUFFOCATE
Elements: Aether, Air, or Water
Type: Utility
Level: 14
Burn: 0
Saving Throw Fortitude partial; Spell Resistance yes
You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Constitution save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range or you break the line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target's lungs. If you do so and the target fails its first Constitution save and becomes disabled by being reduced to 1 hit point. On its second failed Constitution save, it falls unconscious and is reduced to 0 hit points.

TELEKINETIC DEFLECTION
Element: Aether
Type: Utility
Level: 8
Burn: 0
You raise a shield of aether on the ethereal plane allowing you to deflect attacks telekinetically. This gives ranged attacks against you disadvantage, and a +2 to ac for melee attacks.

TELEKINETIC FINESSE
Element: Aether
Type: Utility
Level: 2
Burn: 0
Your telekinetic abilities now can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand.

TELEKINETIC HAUL
Element: Aether
Type: Utility
Level: 4
Burn: 0
Prerequisite: Basic Telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

TELEKINETIC INVISIBILITY
Element: Aether
Type: Utility
Level: 7
Burn: 0
You weave strands of aether, bending light and dampening sound; this works as greater invisibility. However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsig.

TOUCHSIGHT
Element: Aether
Type: Utility
Level: 3
Burn: 0
You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using an aether related blast, as long as that creature doesn't use a teleportation effect, you can see that creature at any distance as if using blindsight until for 1 minute. Immediately after damaging a creature, you can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 hour.

TOUCHSIGHT, REACTIVE
Element: Aether
Type: Utility
Level: 6
Burn: 0
Prerequisite: Touchsight
Your strands of aether surround you, making it virtually impossible for a violent motion to catch you off guard, so long as the motion originates within their range. You gain blind sight within 30ft.

TRAIL OF FLAMES
Element: Fire
Type: Utility
Level: 4
Burn: 0
When you take the dash action, you can leave a Wall of Fire in all squares you exit that lasts for 2 rounds. You can accept 1 point of burn to leave a fire trail for 2 rounds after the initial dash and the flames left to last for 1 minute.

TREMORSENSE
Element: Earth
Type: Utility
Level: 3
Burn: 0
You can take a move action to gain tremorsense 30 feet for 1 round per kineticist level you possess on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 2 rounds per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and hybrid blasts that include earth components gain advantage to attack rolls against invisible creatures you detect with your tremorsense. This means you make normal attack rolls against such creatures.

TREMORSENSE, GREATER
Element: Earth
Type: Utility
Level: 7
Burn: 0
Prerequisite: Tremorsense
You can spend 10 minutes to extend your tremorsense outward while in a natural underground setting, letting you learn three facts as if using commune with nature, except your tremorsense can't tell if a creature is a woodland creature or a powerful unnatural creature. As well you can activate your tremorsense ability as a bonus action that lasts for 2 rounds per kineticist level you possess.

VEIL OF MISTS
Element: Water Shadow
Type: Utility
Level: 2
Burn: 0
You create a misty veil over your features, disguising yourself as Disguise Self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.

VOICE OF THE WIND
Element: Air
Type: Utility
Level: 1
Burn: 0
When you whisper, you can have the wind carry your voice to the ears of anyone you can see within 120 feet, as if they were one of the targets of a Message spell you cast.

WATER MANIPULATOR
Element: Water
Type: Utility
Level: 3
Burn: 0
Prerequisite: Kinetic Cover
You can manipulate massive quantities of water. As an action, you can raise or lower the level of water as if using Control Water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range. The water remains where you placed it for as long as you remain motionless and take an action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like Control Water (Intelligence save negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

WATERDANCER
Element: Water
Type: Utility
Level: 1
Burn: 0
You call forth a current of water to increase your speed and allow you to swim with ease for an unlimited duration. Giving you a swimming speed equal to your base speed.

WATERDANCER, GREATER
Element: Water
Type: Utility
Level: 6
Burn: 0
Prerequisite: Waterdancer
You can move across water (as Water Walk) at will, breathe underwater and your slashing and bludgeoning attacks don't take the usual penalties when you're underwater. As well you gain a swimming speed of 40ft.

WATERSENSE
Element: Water
Type: Utility
Level: 5
Burn: —
You gain tremorsense with a range of 30 feet to detect anything in contact with the same body of water as you. While you are benefiting from this tremorsense, your water blasts and hyrbid blasts that include water don't suffer a disadvantage to attack rolls made against invisible creatures you detect with this tremorsense.

WEATHER MASTER
Element: Air
Type: Utility
Level: 8
Burn: 0
By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as Control Weather. You can create tornadoes or hurricane-force winds, as appropriate for the season.

WIND MANIPULATOR
Element: Air
Type: Utility
Level: 6
Burn: 0
Prerequisite: Engulfing Winds
You can call forth mighty winds in an enormous area. As an action, you can alter the wind around you as if using Control Winds but the change remains only for as long as you continue to take a bonus action to concentrate on this effect. If you accept 1 point of burn, you can extend the duration to 10 minutes per kineticist level you possess without your needing to concentrate.

WINDSIGHT
Element: Air
Type: Utility
Level: 3
Burn: —
You can see through mist and fog (including Fog Cloud and similar magic). In areas of moderate or stronger wind, you can see and hear as if you were standing at both your own position and a position a number of feet in the wind's direction equal to the number of kineticist levels you possess, potentially allowing you to see around corners and other obstacles.

WINDSIGHT, GREATER
Element: Air
Type: Utility
Level: 5
Burn: 0
Prerequisite: Windsight
The range you could see and hear from windsight doubles as well as allowing you to use smell as well as sight and hearing. You may also gain a blindsense of 20ft using the winds as a way of feeling creatures near you.

WINGS OF AIR
Element: Air
Type: Utility
Level: 6
Burn: 0
Prerequisite: Air Cushion or Air's Leap
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of Fly. If this effect is dispelled, you can call it forth again as an action.

ELEMENTAL SHIELD
Element: Universal
Type: Utility
Level: 1
Burn: 0
Prerequisite: Kinetic Blade You form a small shield on an available limb made of elemental matter giving you a +2 to ac. This lasts for 1 minute.

ELEMENTAL ARMOR
Element: Universal
Type: Utility
Level: 2
Burn: 1
Prerequisite: Elemental Shield You create a suit of armor around yourself adding a +4 to your ac if you are not wearing armor. This lasts for 1 hour. If you accept another point of burn you may grant yourself your level in temporary hp.

ELEMENTAL GENERATION
Element: Universal
Type: Utility
Level: 6
Burn: 1
You create elemental matter depending on your element. you can create a 5ft cube of material per round spent using this ability. This lasts for 1 minute. If you gain another point of burn you may increase the amount of matter you can create to 10ft cube and it lasts for an additional minute. Besides creating matter that can block spaces some elements can create other hazzards on top of that or instead of. For example fire doesn't create a solid material but instead deals your level damage to those that touch it and light them on fire if they pass through it, dealing your level damage each round until the affected creature uses an action to put it out. Similarly shadow creates darkness, water and ice create areas that are like the grease spell, aether creates solid material as does earth, and air and wood creates difficult terrain.

DARKNESS
Element: Shadow
Type: Utility
Level: 3
Burn: 1
You create a sphere of darkness as the spell darkness. This lasts for 10 minutes.

DARKVISION
Element: Shadow
Type: Utility
Level: 1
Burn: 0
You enhance your vision to adapt to darkness granting you darkvision 60ft. unless you already posses darkvision then it becomes 120ft. If you accept a point of burn you can see through magical darkness.

GROWTH
Element: Wood
Type: Utility
Level: 1
Burn: 0
You can target an area within 60ft. to have a 30ft diameter sphere grow plants as if using your basic phytokinesis.

VINE LIMBS
Element: Wood
Type: Utility
Level: 2
Burn: 1
You can cause two vines to emerge from your body and control them as if they were limbs. They can perform fine manipulation and can stretch to extend up to 10ft from you. This does not allow you to wield a reach weapon with these vines to attack a creature further than 10ft away. This ability lasts for 1 hour. You may accept 1 additional point of burn to gain two more limbs.

CLIMBING HOOKS
Element: Wood
Type: Utility
Level: 3
Burn: 0
Prerequisite: Vine Limbs You cause small hooks to appear on some of your limbs allowing you to gain a climbing speed equal to your base movement speed. This lasts for 1 minute.

TREE GROWTH
Element: Wood
Type: Utility
Level: 4
Burn: 1
Prerequisite: Growth You can cause a large tree to form then grow to full size anywhere within 60ft. If this is inside another creatures space that creature must make a dexterity saving throw or be knocked upwards and away from that space taking half your kinetic blast damage on a failed save. On a success they can choose to make an athletics check to grab onto a tree limb and ride it upwards. You always succeed the dexerity save and athletic check. You may accept another point of burn to make the tree huge size.

SHADOWY ILLUSION
Element: Shadow
Type: Utility
Level: 2
Burn: 0
You create an illusion using shadows this functions as minor illusion except that it can only be used to make illusions pertaining to sight.

DISGUISE
Element: Shadow
Type: Utility
Level: 3
Burn: 0
Prerequisite: Shadowy Illusion You can utilize shadows to create a disguise on yourself allowing you to mimic the effects of disguise person. You also can impose disadvantage on investigation checks to see through the illusion if you are in an area that is dark. You may accept a point of burn to effect a number of additional creatures equal to your constitution modifier.

DARK VISIBILITY
Element: Shadow
Type: Utility
Level: 5
Burn: 2
Prerequisite: Shadowy Illusion

You can create a strong illusion using shadows to completely conceal you from sight making you invisible. This lasts for 1 minute.


Multiclassing[edit]

Kineticists are not able to multiclass, due to the individual trying to master their abilities, since it takes too long for them to incorporate their powers with other class abilities.


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