Talk:Kineticist - A Proper Port (5e Class)
Kineticist Elements[edit]
When a kineticist chooses an element, they gain the following benefits:
Skills: A kineticist gains additional skill proficiencies from their primary element, however does not gain skill proficiencies from other elements gained through Expanded Elements unless they later select the Elemental Knowledge feat.
Basic Manipulation: A kineticist gains the basic utility of any element they select as a bonus wild talent.
Simple Blast: A kineticist gains a simple blast from their primary element at 1st level - some elements offer more than one option. When a kineticist gains a new element via the Expanded Element class feature, they also gain a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. All blasts are treated as ranged spell attacks.
Physical Blasts deal 1d6+1+ the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st (2d6+2 at 3rd level, 3d6+3 at 5th.)
Energy Blasts have advantage to hit and deal 1d6 + 1/2 of the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st (2d6 at 3rd level, etc.)
(Please note that the original ruling by Paizo on Physical vs Energy was that physical blasts went against AC and ignored spell resistance, and energy blasts went against Touch AC (10+dex mod) and were affected by spell resistance.)
Defense: A kineticist gains the defensive wild talent from their primary element at 2nd level. They must select the Expanded Defense utility wild talent to gain the defensive wild talent of any element they gain via the Expanded Element class feature.
Wild Talents: Each element grants access to a number of thematic wild talents. A kineticist may gain wild talents with a maximum level of up to 1/2 their kineticist level (rounded down), but is always eligible for 1st level wild talents if they meet any other prerequisites. Kineticists treat their level as 4 lower for the purpose of qualifying for the wild talents of they gain through the Expanded Element class feature. In addition, universal wild talents, listed below, may be gained by kineticists of any element.
- Infusion: 1st' - draining infusion, extended range, kinetic blade, kinetic fist; 2nd - blade rush, focused blast, spindle; 3rd - extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 5th - blade whirlwind, grappling infusion, wall; 6th - whip hurricane
- Utility: 1st - elemental whispers, skilled kineticist; 2nd - skilled kineticist (greater); 3rd - elemental grip, elemental whispers (greater), kinetic restoration; 4th - expanded defense; 5th - kinetic form, spark of life; 6th - ride the blast; 8th - reverse shift
Saturation: Throughout the multiverse, there are places where hyperconcentrated pools of elemental energy seep through the very fabric of reality, saturating it with primal power. Such elemental saturations, as they are called, are as common on the Elemental Planes as seashells on a beach. On other planes, though, they are rare, often difficult to reach, and frequently defending by dangerous guardians or deadly hazards. Even though the dangers present, they are fonts of power for kineticists, who can use them to access elemental synergies in otherwise impossible ways.
Infusions[edit]
Infusion Wild Talents[edit]
Infusion wild talents allow kineticists to manipulate their blasts in interesting ways.
Blade Rush[edit]
Element(s): Universal; Type: Form infusion; Level: 2; Burn: 2
Prerequisites: Kinetic Blade
Associated Blasts: Any
Saving Throw: None
You use your element's power to instantly move 30 ft. in any direction (even straight up), manifest a kinetic blade and attack once. You gain a +2 to your attack roll and a -2 to your AC until the start of your next turn. The movement doesn't provoke the attack of opportunity, though activating Blade Rush does. If you have the kinetic whip infusion, you can manifest a whip instead of a kinetic blade at the end of your movement, increasing the burn cost of Blade Rush by one. The blade or whip disappears after the infusion resolves.