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, except the greater variety of elements you can control is reduced to one.)

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 eldrich 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 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
3rd +2 Elemental Overflow +1
4th +2 Ability Score Improvement
5th +3 Infusion Specialization
6th +3 Elemental Overflow +2
7th +3 Enhanced Element Blast
8th +3 Ability Score Improvement
9th +4 Elemental Overflow +3
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5 Elemental Overflow +4
14th +5
15th +5 Elemental Overflow +5,
16th +5 Ability Score Improvement
17th +6
18th +6 Elemental Overflow +6
19th +6 Ability Score Improvement
20th +6

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 only accept 1 point of burn per round. This limit rises to 2 points of burn at 6th level and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put their total number of points of burn higher than 3 + 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 (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 3 points of burn without any ill effects. The fourth point of burn would give the character the Exhausted condition level 1. When the fifth point of burn is accepted, the Exhaustion level would increase to 2 and so on. The Kineticist would die upon accepting the ninth 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 only decrease by 1. 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 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 and additional class skills. They can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). They gain their selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.

Kinetic Blast[edit]

At 1st level, a kineticist gains a kinetic blast wild talent of their choice. This kinetic blast must be a simple blast that matches their 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). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. 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 offer more than one option. Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d8+1 + the kineticist's Constitution modifier. This damage increases by 1d8+1 when you reach 4th level (2d8+2), 7th level (3d8+3), 10th level (4d8+4), 13th level (5d8+5), 16th level (6d8+6) and 19th level (7d8+7). Spell resistance doesn't apply against physical blasts.
Energy blasts are ranged attacks that deal an amount of damage equal to 1d10 + double the kineticist's Constitution modifier. This damage increases by 1d10 when you reach 4th level (2d10), 8th level (3d10), 12th level (4d10), 16th level (5d10) and 20th level (6d10).
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 psychic talent 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 wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) 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.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but they can 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 (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 1st level and levels 3rd, 5th, 9th, 11th, 13th and 17th, a kineticist selects a new infusion wild talent which change the way kineticists use their kinetic blasts. Check out Infusion Talents for to see what you become capable of.

At 2nd level and levels 4th, 6th, 9th, 10th, 14th, 15th, 17th and 18th, a kineticist selects a 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. 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.

At 2nd level, a kineticist gains their element's defence wild talent. Refer to Defence Talents to see what the elemental defence it is.

Elemental Overflow[edit]

At 3rd level, a kineticist's body surges with energy from their chosen element 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 +1 for every 3 kineticist levels they possess. They also receive a bonus on damage rolls with their kinetic blast equal to double the bonus on attack rolls. 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. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist's body becomes more and more suffused with their element, they begin to gain more powerful benefits. Starting at 6th level, whenever they have at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of their choice. They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of their choice and a +2 size bonus to each of their other two physical ability scores. At 17th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of their choice, and a +2 size bonus to the remaining physical ability score.

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.

Infusion Specialization[edit]

At 5th 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 9th, 11th, 14th, 17th, and 20th levels.

Enhanced Element Blast[edit]

Most enhanced blasts are either physical or energy blasts, like simple blasts.
Enhanced physical blasts deal an amount of damage equal to 2d8 + the kineticist's Constitution modifier. This damage increases by 2d8 when you reach 7th level (4d8), 10th level (6d8), 13th level (8d8), 16th level (10d8) and 19th level (12d8)
Enhanced energy blasts deal an amount of damage equal to 2d10 + double the kineticist's Constitution modifier. This damage increases by 2d10 when you reach 5th level (4d10), 10th level (6d10), 15th level (8d10) and 20th level (10d10) Check Enhanced Blasts to see what you qualify for.


Elements[edit]

A Kineticist can choose from among the following elements. Infusion wild talents are marked with a dagger (†); all other wild talents listed below are utility wild talents.

Aether

Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called Telekineticists. Telekineticists use strands of aether to move objects with their minds.

Class Skills: A Telekineticist adds Sleight of Hand to their list of class skills.

Wild Talents: 1st—Basic Telekinesis, Kinetic Cover, Kinetic Healer, Pushing Infusion†, Telekinetic Finesse; 2nd—Bowling Infusion†, Telekinetic Haul; 3rd—Foe Throw†, Force Hook†, Self Telekinesis, Telekinetic Invisibility, Touchsight; 4th—Telekinetic Maneuvers; 5th—Aether Puppet, Force Barrier, Self Telekinesis (Greater), Touchsight (Reactive); 6th—Disintegrating Infusion†, Suffocate; 7th—Spell Deflection; 8th—Many Throw†, Telekinetic Deflection, Telekinetic Globe.

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

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

Wild Talents: 1st—Aerial Adaptation, Air Cushion, Air Shroud, Air's Leap, Air's Reach, Basic Aerokinesis, Gusting Infusion†, Pushing infusion†, Thundering Infusion†, Voice of the Wind; 3rd—Aerial Evasion, Celerity, Engulfing Winds, Magnetic Infusion†, Torrent†, Windsight, Wings of Air; 4th—Cyclone†; 5th—Air Shroud (Greater), Chain†, Windsight (Greater); 6th—Suffocate, Wind Manipulator; 7th—Cloud†; 8th—Weather Master.

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

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

Wild Talents: 1st—Basic Geokinesis, Earth Walk, Kinetic Cover, Pushing Infusion†; 2nd—Bowling Infusion†, Earth Climb, Entangling Infusion†; 3rd—Impale†, Jagged Flesh, Magnetic Infusion†, Rare-Metal Infusion†, Tremorsense; 4th—Enduring Earth, Shift Earth; 5th—Earth Glide, Stone Sculptor, Tremorsense (Greater); 6th—Deadly Earth†; 7th—Fragmentation†, Shift Earth (Greater).

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

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

Wild Talents: 1st—Basic Pyrokinesis, Burning Infusion†, Cold Adaptation, Fan of Flames†, Fire Sculptor, Fire's Fury, Heat Adaptation; 2nd—Searing Flame; 3rd—Eruption†, Firesight, Flame Jet, Heat Wave, Smoke Storm, Torrent†; 4th—Flash Infusion†; 5th—Flame Jet (Greater), Flame Shield, Trail of Flames; 6th—Brilliant Infusion†; 7th—Explosion†, Pure-Flame Infusion†.

Water
Kineticists who focus on the element of water are called Hydrokineticists. Hydrokineticists 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 Nature to their list of class skills.

Wild Talents: 1st—Basic Hydrokinesis, Cold Adaptation, Heat Adaptation, Icewalker, Kinetic Cover, Kinetic Healer, Pushing Infusion†, Quenching Infusion†, Slick; 2nd—Entangling Infusion†, Veil of Mists; 3rd—Cold Snap, Impale†, Torrent†, Water Manipulator, Waterdancer; 4th—Ice Sculptor, Spray†, Watersense; 5th—Chilling Infusion†, Shimmering Mirage, Waterdancer (Greater); 6th —Ice Path, Suffocate; 7th—Cloud†, Fragmentation†.

Universal
The following wild talents are available to all kineticists.

Wild Talents: Extended range†, Kinetic Blade†, Skilled Kineticist; 2nd—Skilled Kineticist (Greater); 3rd—Elemental Grip, Snake†; 5th—Kinetic Form, Spark of Life, Wall†; 6th—Ride the Blast; 8th—Reverse Shift.

Blasts[edit]

AIR BLAST

Element: Air
Type: Simple Blast
Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning
A gust of air batters a creature within range.

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

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

TELEKINETIC BLAST
Element: Aether
Type: Simple Blast
Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning, piercing, or slashing
A nearby unattended object flies towards a creature as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take disadvantage on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

WATER BLAST
Element: Water
Type: Simple Blast
Level: —
Burn: 0
Blast Type: Physical
Damage: Bludgeoning

A stream of water slams into a creature within range.

Infusion Talents[edit]

BOWLING INFUSION

Element: Aether or Earth
Type: Substance Infusion
Level: 2
Burn: 2
Associated Blasts: Earth, Metal, Telekinetic
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
Type: Substance Infusion
Level: 6
Burn: 4
Prerequisite: Flash Infusion
Associated Blasts: Blue Flame, Fire
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 1d10 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, Ice
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
Type: Form Infusion
Level: 7
Burn: 4
Prerequisite: Extended Range
Associated Blasts: Thunderstorm
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
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
Type: Substance Infusion
Level: 6
Burn: 4
Associated Blasts: Force
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 or Water
Type: Substance Infusion
Level: 2
Burn: 2
Associated Blasts: Cold, Earth, Ice, Metal
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
Type: Form Infusion
Level: 3
Burn: 2
Prerequisite: Extended Range
Associated Blasts: Blue Flame, Fire
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
Type: Substance Infusion
Level: 4
Burn: 3
Associated Blasts: Blue Flame, Fire
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: Telekinetic
Your telekinetic blast can throw a Large or smaller creature instead of an unattended object. 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 HOOK
Element: Aether
Type: Form Infusion
Level: 3
Burn: 2
Associated Blasts: Force
Your force blast hooks onto its target and drags you adjacent to it.

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, Sandstorm, 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 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. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

MAGNETIC INFUSION
Element: Air or Earth
Type: Substance Infusion
Level: 3
Burn: 2
Associated Blasts: Electric, Metal
Your kinetic blast causes creautres 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: Telekinesis
You grab a large number of objects and throw them all at once. You can use your telekinetic 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: Blue Flame
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, Telekinetic, 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.

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.

Defence Talents[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 and slashing damage. This resistance extends to piercing by accepting 1 point of burn and lasts until the end of the encounter. 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 or an unarmed strike, 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. Weapons that strike you also take this damage, though hardness values apply against this damage. Any weapon damaged in this way reduces the hardness value by 1 point per 4 kineticist levels. By accepting 1 point of burn, you can increase this damage by 3 points per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Magic weapons reduce the hardness damage by their enhancement bonus.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). 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.

Utility Talents[edit]

AERIAL ADAPTATION

Element: Air
Type: Utility
Level: 1
Burn: 0
You are immune to altitude sickness. Accepting 1 point of burn allows you to gain a resistance to electricity for an encounter.

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 with no Construction point abilities (except for stone or metal [common], if the object is constructed of one of those materials). 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 benefits of life bubble. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.

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 on all Athletics checks to jump, you jump twice as far or high as the results of your check indicates. You can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

AIR'S REACH
Element: Air
Type: Utility
Level: 1
Burn: —
When using air blasts, air wild talents, or composite 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 a +2 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.

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.

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.

BASIC PYROKINESIS
Element: Fire
Type Utility
Level: 1
Burn: 0
You can use your inner flame to reproduce the effects of a Flare, Light, or Spark cantrip, except that the light you create with light produces heat like a normal flame. Using any of the three abilities ends any previous light effect from this wild talent.

BASIC TELEKINESIS
Element: Aether
Type: Utility
Level: 1
Burn: 0
This ability is similar to Mage Hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds). 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.

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: 3
Burn: 0
You can galvanize the flow of electricity within you and your allies to enhance their speed. This acts as Haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

COLD ADAPTATION
Element: Fire or Water
Type: Utility
Level: 1
Burn: 0
You are constantly protected from cold temperatures. Accepting one point of burn gives you resistance to cold for 1 round.

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
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 composite 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 composite 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: 5
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 + Constitution modifier unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire 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: 1
Burn: 0
You are constantly protected from hot temperatures. You gain fire resistance by accepting 1 point of burn for 1 round.

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: 4
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 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 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: 5
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 5-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 a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element's subtype.

SKILLED KINETICIST, GREATER
Element: Universal
Type: Utility
Level: 2
Burn: —
Prerequisite: Skilled Kineticist
By delving into studies of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Choose one of your kineticist class skills that weren't granted by your primary element to also receive the bonus from skilled kineticist.

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 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess. 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: 7
Burn: 0
You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell, roll 1d10–1 and determine the effects of the spell. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10–1 at a time) before ending early.

STONE SCULPTOR
Element: Earth
Type: Utility
Level: 5
Burn: 0
You can sculpt earth into any shape.

SUFFOCATE
Elements: Aether, Air, or Water
Type: Utility
Level: 6
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 can deflect attacks with a duration of 1 action. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

TELEKINETIC FINESSE
Element: Aether
Type: Utility
Level: 1
Burn: 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand.

TELEKINETIC HAUL
Element: Aether
Type: Utility
Level: 2
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. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. 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: 3
Burn: 0
You weave strands of aether, bending light and dampening sound; this works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.

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 your telekinetic 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 the end of your next turn. 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 round per kineticist level.

TOUCHSIGHT, REACTIVE
Element: Aether
Type: Utility
Level: 5
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 are never denied caught off-guard or by surprise because your assailant is unseen or invisible. You always succeed at any Perception check to act on the surprise round against opponents within 30 feet.

TRAIL OF FLAMES
Element: Fire
Type: Utility
Level: 5
Burn: 0
When you take the dash action, you can leave a Wall of Fire in all squares you exit that lasts for 1 round.

TREMORSENSE
Element: Earth
Type: Utility
Level: 3
Burn: 0
You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite 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: 5
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.

VEIL OF MISTS
Element: Water
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: 3
Burn: 0
You call forth a current of water to increase your speed and allow you to swim with ease for an unlimited duration.

WATERDANCER, GREATER
Element: Water
Type: Utility
Level: 5
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.

WATERSENSE
Element: Water
Type: Utility
Level: 4
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 composite 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 an 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 wind's speed in miles per hour, potentially allowing you to see around corners and other obstacles.

WINDSIGHT, GREATER
Element: Air
Type: Utility
Level: 5
Burn: 0
Prerequisite: Windsight
You can send a slight breeze in a path up to 480 feet long and then back to where you wait. This allows you to use your Windsight wild talent to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind travelling that distance (the wind's path can't pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what you see and hear is delayed by 1 round for every 50 feet of the path. If you spend at least 10 minutes to set up a steady flow of wind, you can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as you concentrate, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.

WINGS OF AIR
Element: Air
Type: Utility
Level: 3
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.

Enhanced Blasts[edit]

BLUE FLAME BLAST

Element: Fire
Type: Enhanced Blast
Level: —
Burn: 2
Blast Type: Energy
Damage: Fire
A concentrated blast of intense blue flame engulfs a creature within reach.

FORCE BLAST
Element: Aether
Type: Enhanced Blast
Level: —
Burn: 2
Blast Type: Energy
Damage: Force
A burst of force strikes a creature within range. Force blasts deal damage as simple energy blasts instead of enhanced energy blasts.

METAL BLAST
Element: Earth
Type: Enhanced Blast
Level: —
Burn: 2
Blast Type: Physical
Damage: Bludgeoning, piercing, or slashing
Clumps, shards, or blades spring forth from the ground and fly towards a creature in range.

ICE BLAST
Element: Water
Type: Enhanced Blast
Level: —
Burn: 2
Blast Type: Physical
Damage: Half piercing, half cold
A chilling icicle forms in mid-air before flying towards a creature within range.

THUNDERSTORM BLAST
Element: Air
Type: Enhanced Blast
Level: —
Burn: 2
Blast Type: Physical
Damage: Half bludgeoning, half electricity

A gust of crackling air, fused with electricity batters a creature within range.

Multiclassing[edit]

Kineticsits 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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