Kinetic Duelist (5e Subclass)

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Nowadays, only a very small number of people know of the forgotten talent of controlling kinetic energy, but those who do can manipulate the laws of motion as they see fit. This power does not originate from the weave; rather, it must come from a person's soul in order to be controlled. While excessive use of these abilities wouldn't result in death, continued usage would quickly become taxing. However, stopping attacks from even the fiercest barbarians and effortlessly grabbing arrows and bolts out of the air is enough to demoralise any foe. An after-effect of the soul-consuming abilities of this power is the glow of a ghostly fire that matches the colour of the users eyes.

Kinetic Duelist[edit]

When you choose this archetype at 3rd level, you gain a number of soul points equal to 1 plus your Charisma modifier to start. You gain one additional soul point at 7th, 10th, and 15th level. When you roll a critical hit, you regain one soul point. You regain all expended soul points after you finish a short or long rest.

If there are no points available and the user still wants to spend a soul point, they can, but this will incur a penalty of one stack of exhaustion for each point used. With five stacks of exhaustion, the user is no longer able to use this feature and must take a long rest before using it again. After a long rest, the user may choose to use soul points to remove stacks of exhaustion, but only if they were incurred through this penalty.

Charged Attack[edit]

At 3rd level, you can spend one soul point to boost the velocity at which your melee or ranged weapon strikes a target. If the attack hits, you can roll an additional weapon damage die, which will be applied as force damage. If you roll a critical hit, the attack's force will be so strong that the target will need to succeed on a strength saving throw to avoid being knocked prone. The DC for this save is equal to 8 plus your proficiency bonus plus strength or dexterity modifier (depending on the nature of the attack, at the DMs discretion).

Dodging Menace[edit]

At 7th level, you've honed your wits to a razor edge and you're very hard to pin down. During your turn, you can spend one soul point and take the dodge action, giving you the ability to disengage from attackers as a reaction, or giving you advantage in shove and grapple attempts. If a creature provokes an attack of opportunity on you during your disengage, (e.g. by using a feature such as Sentinel), you can make a contested dexterity saving throw vs. dexterity throw to overrule it. You can use this feature a number of times daily equal to 1 plus your Charisma modifier.

Accelerated Perception[edit]

At 10th level, you gain expertise with perception. You can use a reaction to grab any physical or ranged weapon with your hands. By doing so, you lower the attack's damage by 1d10 plus your fighter level and charisma modifier. If you catch a projectile in this way and the damage is 0, you can spend a soul point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

Alternatively, you can use this feature as a reaction to make a dexterity saving throw. If successful, you only take half damage.

Soul Refresh[edit]

At 15th level, when you use action surge, you restore up to half of your maximum soul points. You can use this feature again once you complete a long rest.

Entropy[edit]

At 18th level, your attacks score a critical hit on a roll of 19-20. If you roll a critical hit of 20 on a charged attack, the strength saving throw for your target will be made at disadvantage. In addition, the entropy of the blast will cause another surrounding creature within 5ft of the attack (chosen by the DM, excluding yourself) to make a normal strength saving throw to prevent being knocked prone.

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