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Kineticist


Hit Points

Hit Dice: d6 per Kineticist level
Hit Points at first Level: 1d6 per Psionicists level
Hit Points at Higher Levels: 6 + your Constitution modifier

Proficiences

Armor: none
Weapons: daggers, darts, sling, quarterstaffs, clubs, light crossbow
Tools: Psionic tools
Saving Throws: Wisdom, Strength
Skills: Choose two from Psionics (Arcane), History, Insight, Investigation, Medicine, Perception, and Athletics.

Overview & Creation

A Kineticist’s body feels the strain of forces. A Kineticist uses their physical form as an anchor to assist in the pushing and pulling or objects. They naturally apply their Kinetic abilities to assist them with physical power.


Class Features

Telekinetic Shield. You create a shield of force that encapsulates your body. On your turn you can activate your Telekinetic Shield as a bonus action.   While activated you gain the following benefits:   You have advantage on Strength checks and Strength based Saving throws. As well as Dex saves against physical and force attacks/spells.   You gain a +2 to Armor Class and this bonus increases at the same rate as the “Rage Damage” tables in the Dungeons and Dragons 5th edition Player’s Handbook (pg 47)   You have resistance to Bludgeoning, Piercing, Slashing, and Force Damage.   Restrictions:   Your Telekinetic Shield lasts for 1 minute. It ends early if you make a physical attack. You may activate your Telekinetic Shield a number of times per day as per the “Rage” ability for Barbarians (starts at twice a day and increases) in Dungeons and Dragons Player’s Handbook (pg 47)   You cannot make a physical based attack(melee or ranged) without disrupting the shield. It is ends when you make a physical attack. You may still cast spells and concentrate on others if you are able to do so normally without disrupting the telekinetic shield.   Extra Set of Hands. You gain Mage Hand as a cantrip. If you already have it select another cantrip. Your mage hand can act as if there are now two hands(i.e using a hammer and chisel). The spell’s range remains the same.   Your Mage hand improves as you level.   When crafting or doing a task that requires more than 1 round to complete, but is not a ritual or spell, the time required to complete the task is reduced by half. The DM has final say on whether or not a task could benefit from an extra set of mind controlled hands.   At 14th level, your Mage Hands can now be used to shove, disarm, and grapple opponents from a distance. Whenever you could make an attack you instead can cast mage hand and immediately do one of the previously mentioned maneuvers.   Metamagic: You gain the ability to twist spells to suit your need: Select any two metamagics abilities.   At 10th level, you become better at twisting spells to suit your need: Select two more metamagic abilities.   At 17th level, you become better at twisting spells to suit your need: Select two more metamagic abilities.   Partition Spells. You are adept at using just the right amount of psionic effort to complete a task.   Any spell that has a duration can be cast at 1/10th of the duration at the cost of 1 spell point. For example: Partitioned Telekinesis. Duration: 1 minute, Cost: 1 spell point. Telekinesis normally costs 7 spell points and lasts for 10 minutes.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a light crossbow and 20 bolts or (b) any simple weapon   (a) a component pouch or (b) an arcane focus   (a) a dungeoneer’s pack or (b) an explorer’s pack   Two daggers


Spellcasting

Spellcasting: As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist ‘s spells and use the DMG’s (pg 288) spell point system rather than the spell slots.   Spell Points   One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.   In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.   Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.   Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.   The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.   The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.   Spell Level Point Cost   1st 2   2nd 3   3rd 5   4th 6   5th 7   6th 9   7th 10   8th 11   9th 13   Spell list as per Kineticist (see below).   Cantrips:   Blade Ward, Dancing Lights, Light, Mage Hand, Mending, Produce Flame, Ray of Frost, Shocking Grasp, Ballistic Attack   1st Level:   Feather Fall, LongStrider, Thunderwave, Unseen Servant, Shield of Faith, Fog Cloud, Burning Hands, Mage Armor, Shield, Tenser’s Floating Disc, Armor of Agathys   2nd Level:   Flaming Sphere, Gust of Wind, Hold Person, Knock, Levitate, Scorching Ray, Shatter, Cordon of Arrows, Enhance Ability, Flame Blade, Heat Metal, Spiritual Weapon   3rd Level:   Daylight, Create Food and Water, Protection from Energy, Spirit Guardian, Call Lighting, Sleet Storm, Water Walk, Wind Wall, Gaseous Form, Leomund’s Tiny Hut, Lighting Bolt, Phantom Steed, Detonate (nonliving/ non-sentient object or material is targeted and destroyed explodes as a fireball of half strength rounded up)   4th Level:   Freedom of Movement, Control Water, Stone Shape, Otiluke’s Resilience Sphere, Ice Storm, Wall of Fire, Fabricate, Fire Shield, Mordenkianen’s Faithful Hound   5th Level:   Animate Objects, Hold Monster, Flame Strike, Telekinesis, Cone of Cold, Creations, Wall of Stone, Wall of Force, Bigby’s Hands   6th Level:   Blade Barrier, Move Earth, Otiluke’s Freezing Sphere, Sunbeam, Wind Walk, Chain Lighting, Disintegrate, Globe of Invulnerability, Flesh to Stone, Wall of Ice   7th Level:   Firestorm, Force Cage, Etherealness, Mordekianen’s Sword, Reverse Gravity, Delayed Blast Fireball, Prismatic Spray, Simulacrum   8th Level:   Control Weather, Incendiary Cloud, Sunburst, Tsunami, Earthquake, Antimagic Field   9th Level:   Meteor Swarm, Annihilate (detonate on nonliving and/ or living things- 1 target or a 5ft area that includes 1 target makes a save as per finger of death with the restrictions of finger of death(hp total) failed saves result in explosions and nothing left but dusty bits), Wish (Restricted to creation / destruction of objects, healing, harming, restoring, etc of a spell of 8th level or lower- just spin it how you need for the theme of it)


LevelProficiency BonusFeaturesCantrips KnownPowers KnownPower PointsMax Power Level
1st2Spellcasting, Telekinetic Shield3241st
2nd2Extra Set of Hands3361st
3rd2Metamagic34142nd
4th2Ability Score Improvement45172nd
5th346273rd
6th3Partition Spells47323rd
7th348384th
8th3Ability Score Improvement49444th
9th4410575th
10th4Improved Metamagic511645th
11th4512736th
12th4Ability Score Improvement512736th
13th5513837th
14th5Improved Extra Set of Hands513837th
15th5514948th
16th5Ability Score Improvement514948th
17th6Improved Metamagic5151079th
18th65151149th
19th65151239th
20th6Ability Score Improvement5151339th

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Tyuqettina.

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