Kineticist - A Proper Port (5e Class)

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Kineticist[edit]

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

Role: Kineticists are generally ranged fighters due to the way their abilities work, however, a conservative kineticist could be a frontline fighter if built properly. Kineticists are highly customizable with lots of abilities, and are quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

Creating a Kineticist[edit]

Kineticists are similar to spell casters, however, they take damage to cast their "spells." It is not recommended that kineticists multiclass, or that other classes dip into kineticist, due to the intense focus necessary on the class to get true benefits out of it. For a quick build on this class, first, make Constitution your highest score, followed by Dexterity. Then, take 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 armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from: Arcana, Acrobatics, Medicine, Intimidation, Perception, Stealth, or 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, Gather Power, Infusion, Kinetic Blast, Kinetic Archetype
2nd +2 Elemental Defense, Utility Wild Talent
3rd +2 Elemental Overflow +1, Infusion, Kinetic Archetype Power
4th +2 Ability Score Improvement, Utility Wild Talent
5th +3 Infusion, Infusion Specialization 1, Metakinesis (Empower), Kinetic Archetype Power
6th +3 Elemental Overflow +2, Internal Buffer 1, Utility Wild Talent
7th +3 Expanded Element
8th +3 Ability Score Improvement, Infusion Specialization 2, Utility Wild Talent
9th +4 Elemental Overflow +3, Infusion, Metakinesis (Maximize)
10th +4 Utility Wild Talent, Kinetic Archetype Power
11th +4 Infusion, Infusion Specialization 3, Internal Buffer 2, Supercharge
12th +4 Ability Score Improvement, Elemental Overflow +4, Utility Wild Talent
13th +5 Infusion, Metakinesis (Quicken)
14th +5 Infusion Specialization 4, Utility Wild Talent
15th +5 Expanded Element, Elemental Overflow +5, Kinetic Archetype Power
16th +5 Ability Score Improvement, Composite Specialization, Internal Buffer 3, Utility Wild Talent
17th +6 Infusion, Infusion Specialization 5, Metakinesis (Twice)
18th +6 Elemental Overflow, Utility Wild Talent
19th +6 Ability Score Improvement, Infusion, Metakinetic Master
20th +6 Infusion Specialization 6, Omnikinesis, Utility Wild Talent, Kinetic Archetype Power

Elemental Focus[edit]

At 1st level, a kineticist chooses one 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 (see below) and additional skill proficiencies. They also gain their selected element's basic utility wild talent (Basic telekinesis, basic aerokinesis). This counts as the first utility wild talent. Kineticists get to choose their first utility wild talent at 2nd level. A complete listing of kineticist elements can be found here: Elements

Wild Talents[edit]

A kineticist can use wild talents - Magical abilities similar to spells, however drawn from the kineticist's innate elemental talent and usable at will. Wild talents are spell-like abilities and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, water) matching its element entry. A wild talent that can be used with any 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, however gains the water descriptor when used by a hydrokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st level wild talents, but they can only select a wild talent of a higher level only if their kineticist level is at least double the wild talent's 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 (minimum 1, to a maximum effective spell level of 9th at kineticist level 18).

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

In addition to the wild talents they gain from other class features, at 2nd level and every 2 levels thereafter, a kineticist chooses one new utility wild talent from the list of options available to them. A kineticist can select only universal wild talents or those that match their element. (See [#Elemental Focus|Elemental Focus] above). At 6th, 10th, and 16th levels, a kineticist may swap one of their utility wild talents with another wild talent of the same level or lower. They can't replace any utility wild talents that are prerequisites of other wild talents.


Note: Archetypes for kineticist: Kinetic Knight (DPS/Side tank)- Elemental Adept - Kinetic Mender

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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