The Kineticist
A human swordswoman dashes forward, unsheathing her sword mid-sprint. As she re-sheathes her sword at the tail end of her movement, the goblins she blew past fall apart, cut into pieces.
A muscular tabaxi steadies himself as he glares down the ogre chief. Then, in the blink of an eye, he sprints forward with such speed that the ogre barely saw him coming before flying backwards, sprawling on the ground.
The wind genasi dances among their foes, laughing as lightning sparks off their feet with every step. With one final leap into the air, a wave of electricity blasts outwards from them.
Infusing magic into every step, the kineticist is constantly on the move. Pushing on the Weave as they move, the Weave pushes back to propel them forward at incredible speeds. Leaving their compatriots in the dust, kineticists rush ahead with the Weave at their backs and swords at their sides.
Oncoming Storm
Crowds cheer and scream as athletes round the racetrack, not knowing that what they are seeing is only an inkling of the potential of speed. They have no idea that there is potential in the air all around them, just waiting to be tapped into. Kineticists draw upon this potential, and their own physical prowess, to push off against the Weave with significant force. Moving faster than most could ever dream of, kineticists boost themselves into the fray with vigor, dancing among their enemies with grace and finesse.
When a kineticist slams their weapon against the Weave, a sound like a crack of thunder rings out, and the air ripples in their wake like a boat racing through still water. Anyone who is familiar with normal spellcasting might be caught off guard by the sudden appearance of a kineticist, casting spells in extremely flashy ways - and that disturbance might be what does them in.
Leading the Charge
Kineticists are very uncommon in the world at large. Any athlete with enough training can move fast, any wizard can
cast a spell, and any fighter can swing a weapon. It is only at the intersection of these three that you find a kineticist. Kineticists engage more directly with the Weave than most other spellcasters do, giving them a unique perspective on spellcasting that boggles the mind of arcane scholars the world over.
Kineticists put their speed to use in different ways. Some act as couriers, carrying messages great distances faster than any other messenger. Some act as emergency workers, speeding through a burning building to search for survivors while others quench the flames. Others are more competitive, choosing to enter the gladiatorial arena or athletic competitions to dominate their opponents. But others still join the army, sprinting forward to find or create an opening for their comrades to exploit.
Creating a Kineticist
Creating the history of a kineticist is tricky. It is a story of discovery - very few dedicated kineticist schools exist in the world today, so more likely you discovered the ability, whether through intense personal training or random coincidence. Your background plays a large part in this, too - were you a highly trained athlete, already at the peak of your physical form, only needing a spark of arcane knowledge to come your way? Or were you a sage and scholar, becoming inspired to embrace an unorthodox arcane training style?
Quick Build
You can make a kineticist quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. If you want to use heavier weapons, you might also want a high Strength score. Second, choose the sage background.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose kineticist as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 and at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a kineticist.
Proficiencies Gained. If kineticist isn't your initial class, here are the proficiencies you gain when you take your first level as a kineticist: light armor, simple weapons, martial weapons.
Spell Slots. Add half your levels in the kineticist class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As a kineticist, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per kineticist level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier hit points per Kineticist level after 1st
Proficiencies
- Armor: light armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Acrobatics, Arcana, Deception, Perception, Sleight of Hand, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two shortswords or (b) any martial weapon
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Two daggers and any weapon with the finesse or light properties
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.
Kinetic Charges
You have learned how to move by clashing your weapons against the magical Weave around you, enabling you to boost forward at high speed. This also allows you to store magical energy within yourself.
Whenever you take the Dash action on your turn during combat, you gain two kinetic charges. You can spend these charges to fuel special features. The maximum number of charges you have at once is equal to your Dexterity modifier. You lose all unspent charges at the end of combat or if you end a turn without moving or teleporting.
At 1st level, you know two such features:
Boosted Strike
If you take the Dash action on your turn or move at least 40 feet during your turn, you can spend one kinetic charge to make a weapon attack as a bonus action.
Weave Reaction
If a creature makes an opportunity attack against you, you can use a kinetic charge as a reaction to force the attacker to
Kineticist
Level | Proficiency Bonus | Features | Unarmored Movement | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Kinetic Charges, Unarmored Defense | — | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Unarmored Movement | +10 ft. | 2 | 2 | — | — | — | — |
3rd | +2 | Swift Archetype | +10 ft. | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | +10 ft. | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | +15 ft. | 4 | 4 | 2 | — | — | — |
6th | +3 | Swift Archetype feature | +15 ft. | 4 | 4 | 2 | — | — | — |
7th | +3 | Speed Strike | +15 ft. | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | +15 ft. | 5 | 4 | 3 | — | — | — |
9th | +4 | Unarmored Movement improvement | +20 ft. | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Swift Archetype feature | +20 ft. | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Improved Boosted Strike | +20 ft. | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | +20 ft. | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | +25 ft. | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Swift Archetype feature | +25 ft. | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Infinite Precision Strike | +25 ft. | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | +25 ft. | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | Swift Archetype feature | +30 ft. | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Marathon Recovery | +30 ft. | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | +30 ft. | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | One with the Weave | +30 ft. | 11 | 4 | 3 | 3 | 3 | 2 |
roll 1d4 and subtract that number from their roll. This increases to 1d6 at 13th level.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not holding a shield, your AC is equal to 13 + your Dexterity modifier.
Spellcasting
By the time you have reached 2nd level, you have learned to apply the manipulation of the Weave you do in more complex ways, in the form of casting spells.
Weapons Required
You cast your spells by physically striking at the Weave around you. You must have a spellcasting focus - specifically a melee weapon - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the weapon to use it in this way.
Spell Slots
The Kineticist table shows how many spell slots you have to cast your kineticist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the kineticist spell list, found at the end of the class description.
The Spells Known column of the Kineticist table shows when you learn more kineticist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the kineticist spells you know and replace it with another spell from the kineticist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your kineticist spells, since you need to make quick mental calculations as to how to push on the weave whenever you cast a spell. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a kineticist spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Kineticist Spell List
Here's the list of spells you consult when you learn a kineticist spell. The list is organize by spell level, not character level.
These spells are from the Player's Handbook, unless listed otherwise. When a spell is found in another source, that source is abbreviated next to the spell's name.
1st Level
- catapult EEPC/XGE
- earth tremor EEPC/XGE
- ensnaring strike
- expeditious retreat
- feather fall
- fog cloud
- gift of alacrity EGW
- grease
- heroism
- jump
- longstrider
- magic missile
- shield
- thunderous smite
- thunderwave
- witch bolt
- zephyr strike XGE
2nd Level
- blur
- dust devil EEPC/XGE
- earthbind EEPC/XGE
- gust of wind
- immovable object EGW
- magic weapon
- levitate
- mirror image
- misty step
- pass without trace
- shadow blade XGE
- shatter
- spider climb
- warding wind EEPC/XGE
3rd Level
- call lightning
- dispel magic
- elemental weapon
- erupting earth EEPC/XGE
- fly
- gaseous form
- haste
- lightning arrow
- lightning bolt
- pulse wave EGW
- slow
- thunder step XGE
- water walk
4th Level
- dimension door
- freedom of movement
- galder's speedy courier LLK
- staggering smite
- storm sphere EEPC/XGE
- watery sphere EEPC/XGE
5th Level
- banishing smite
- destructive wave
- far step XGE
- passwall
- steel wind strike XGE
- tree stride
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain kineticist levels, as shown in the Kineticist table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Swift Archetype
At 3rd level, you have learned unique ways to channel your powers. You choose one archetype from the available options, shown at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 14th, and 17th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Speed Strike
Starting at 7th level, you learn how to apply your Weave-enhanced speed into each strike you make. If you move at least 20 feet during your turn, whenever you hit with a weapon attack during that turn, you can spend a kinetic charge to deal an additional 1d6 force damage with that attack.
Improved Boosted Strike
Starting at 11th level, whenever you use your Boosted Strike feature, the attack deals an additional 1d6 force damage if it hits.
Infinite Precision Strike
At 15th level, you learn how to strike your foes with such speed and precision you break the boundaries between planes. When you hit an enemy with a weapon attack, you can spend all of your kinetic charges to break the boundaries between dimensions. If you do, the target of your attack disappears, temporarily thrown headlong into another plane. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. Roll a number of d6s equal to the number of kinetic charges you spent. The target takes that much psychic damage, and its speed is reduced to 0 until the end of its next turn. Once you use this feature, you must finish a short or long rest to do so again.
Marathon Recovery
At 18th level, you learn how to covert your arcane momentum back into arcane energy. When you move at least 20 feet on your turn, you can use your bonus action to regain one spell slot with a level no higher than 1 per 20 feet you moved this turn. If you do, you can't use this feature again until you finish a long rest.
One with the Weave
At 20th level, you have reached your peak physical and arcane potential. Your Dexterity and Intelligence scores both increase by 4. Your maximum for those scores is now 24. In addition, attacks made against you during your turn have disadvantage, and you have advantage on Dexterity saving throws.
Swift Archetypes
The relationship between kineticists, the Weave, and their speed, is complicated, to put it mildly. Some kineticists fulfill specific roles in society, only going adventuring later on, while others strike out on their own soon after realizing their powers, eager to test their abilities.
Headstrong
The Weave surrounds you like a snug suit of armor, and you revel in using it to bodyslam all your foes into oblivion. You might have operated as a rank-breaker in an army, using your speed to create an opening for your fellow soldiers to exploit. You might have been a wrestler or other arena fighter, using your speed to catch your opponent off guard. Whatever your origins, now you speed towards your objective without hesitation, and nothing is going to stop you.
Shrug Off
At 3rd level, you learn how to deflect foes' attacks. Whenever a creature makes an attack against you during your turn, you can use your reaction and spend one kinetic charge to reduce the damage by 1d6 + your Dexterity modifier. If you reduce the damage to 0, you become surrounded by a shield of energy until the end of the turn. While surrounded by this shield, opportunity attacks against you have disadvantage.
Kinetic Strength
When you choose this archetype at 3rd level, you gain proficiency in the Athletics skill. You can also use Dexterity instead of Strength for Strength ability checks.
Break Through the Ranks
At 6th level, you are determined to make it to your destination, and nothing will stop you. While moving on your turn, you can force creatures in your path to make a Strength saving throw or Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus), with the creature choosing which to use. On a failed saving throw, the creature is pushed 5 feet to the side, is knocked prone, and takes 1d6 bludgeoning damage. On a successful save, the target takes 1d6 bludgeoning damage, is pushed 5 feet backwards, and is not knocked prone.
You can use this feature a number of times equal to your Dexterity modifier. You regain spent uses after you finish a short or long rest.
Inertia Strike
At 10th level, you learn how to convert your inertia gained through movement into a stronger attack. Whenever you hit with a weapon attack, you can spend a kinetic charge to cause the attack to deal 1 extra force damage per 5 feet of movement you made during this turn. You cannot use this feature more than once per turn.
Stand Strong
At 14th level, you learn how to brace yourself for impacts using the Weave. You gain proficiency in Strength saving throws. You can also use Intelligence instead of Strength for Strength saving throws.
Inexorable
At 17th level, you are an unstoppable juggernaut. You can attempt to move through solid objects that are not being held, walls, and other such terrain on your turn. If you attempt to, make a weapon attack against the object. Any damage you do to the object is tripled if it is size category Large or smaller, and instead by your Dexterity modifier if it is size Huge or larger. If you destroy the object or deal enough damage to it to pass through it, at DM discretion, you can move through the object's space as though it were difficult terrain.
Any creatures other than you within 5 feet of an object so damaged must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or 3d8 + your Dexterity modifier + your Intelligence modifier bludgeoning damage as pieces of the destroyed object slam into them at high speeds.
Mangler
You have embarked upon a path few dare to tread - you can see bits and pieces of the Weave around you. Some are driven mad upon merely glimpsing it, but you have devoted your life to the study of it. Your studies reveal that if a spellcaster is not careful with their usage of the Weave, they can damage it. You have made it your mission to stop these misguided spellcasters, and set them upon the right path - and if they won't see the light, prevent them from ever harming the Weave again.
Vengeful Rush
At 3rd level, whenever a creature hits you with a ranged attack or a spell, or you fail a saving throw against a spell, you can use your reaction and spend one kinetic charge to move up to your speed towards the attacker or the creature that cast the spell. This movement does not provoke attacks of opportunity.
A Tangled Web
Starting when you choose this archetype at 3rd level, the Weave warps around you as you move, disrupting any spellcasting efforts. When you take the Dash action on your turn, for the rest of the turn, any creature you pass within 5 feet of when you move must immediately make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus), treating this as a saving throw to maintain concentration on their spell.
Quick Thinking
At 6th level, your lightning-fast reflexes have become even sharper. Whenever you succeed at a saving throw or Dexterity ability check, you can use your reaction to gain temporary hit points equal to twice your Dexterity modifier.
You can use this ability twice. You regain spent uses after you finish a long rest.
Spell Cut
At 10th level, you have mastered the art of using your weapon to slice spells out of the Weave mid-cast. You learn the counterspell spell. This doesn't count against the number of spells you know. In addition, you can cast it by spending three kinetic charges or by expending a spell slot. If you cast it with kinetic charges, you can also make one weapon attack as part of the reaction.
Kinetic Armor
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Jump Trigger
At 17th level, you learn how to jump through the Weave itself to appear instantaneously elsewhere. You can spend one kinetic charge to allow you to flow through the Weave as you move for one minute. While flowing through the weave, you gain a teleport speed of 20 feet. Using this teleportation reduces your remaining movement for the turn, as normal. Once you use this ability, you can't do so again until you finish a short or long rest.
Skyjumper
From a young age, you looked to the sky in wonder. When some might have dreaded the sight of black clouds in the sky, you relished the sight - and especially the crisp sound of a crack of thunder, and the flash of bolts of lightning. It was these sights that inspired you to move ever faster. You might have been a great athlete, dashing down the racetrack at lighting-fast speed, or you might have been a scholar, studying the storms of nature. But when you unlocked the secrets of the kineticist, you knew what you had to do. Just like you don't hear the thunder until you see the lightning, your enemies won't hear you coming until you are already on top of them.
Charged Dash
Starting when you choose this theory at 3rd level, you crackle with electricity as you move. Whenever you take the Dash action on your turn, you can spend one kinetic charge as a bonus action. If you do, your movement for the turn is infused with lightning. Each creature you pass within 5 feet of while moving this turn must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 1d6 lightning damage. A creature can only be dealt this damage once per turn.
Touch the Sky
At 3rd level, you gain resistance to lightning damage. In addition, whenever a creature is dealt lightning or thunder damage, you can use your reaction to fly a number of feet up to half your movement speed without provoking opportunity attacks.
Rolling Thunder
At 6th level, striking the Weave around you causes thunder to crash. You gain resistance to thunder damage. In addition, whenever you cast a spell of 1st level or higher, each creature
within 10 feet of you takes thunder damage equal to half of your kineticist level.
Supercharge
At 10th level, you learn how to spend your stored kinetic energy to power up your spellcasting. Whenever you cast a spell using a spell slot of 1st level or higher, you can spend a number of kinetic charges equal to twice the level of the slot spent to treat that spell as though it were cast using a spell slot of one level higher.
Once you use this ability, you can't use it again until you finish a long rest.
Lightning Dodge
Starting at 14th level, your reflexes have become honed to the point that you are able to effortlessly dodge out of the way of things that would cause others harm. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Air Displacement
At 17th level, you learn to move so quickly that the very air itself is pushed out of your way. If you take the Dash action or move at least 40 feet on your turn, you can expend two kinetic charges as a bonus action to cause a gust of wind to blast forward. This gust of wind extends in a cone 30 feet in front of you. Creatures within this cone must make a Strength saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be pushed 15 feet away from you in a straight line and be knocked prone. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
Trailblazer
Wanderlust. The desire to travel, to see the world. That has been your philosophy for a long time, and there's no reason to stop now. You might have been a messenger - someone who could be trusted to brave the dangers of the wilderness to ensure a message reached its destination safely. Or you could have been the scout for an army, always looking ahead to see what was to come. Now that you are a kineticist, you keep on moving forward, the fire in your heart engulfing your foes.
Forge a Path
At 3rd level, you learn how to provide an opening for your allies to attack. Whenever you use your Boosted Strike feature, instead of making a weapon attack, you can instead choose an allied creature within 10 feet of you. That creature makes the attack instead.
You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain spent uses after you finish a short or long rest.
Hot Temper
Starting when you choose this archetype at 3rd level, you're always ready for battle, throwing yourself into the fray. You can give yourself a bonus to initiative rolls equal to your Int-
elligence modifier.
At the start of your first turn in combat, your movement speed increases by 10 feet. If you take the Dash action on that turn, any creature you pass within 5 feet of during that turn takes fire damage equal to 1d6 + your Dexterity modifier. A creature can only be dealt this damage only once per turn.
Brazen Stride
At 6th level, you charge ahead, heedless of any obstacles that might attempt to slow you down. Moving through difficult terrain costs you no extra movement.
Lead the Charge
At 10th level, you learn how to boost your allies to victory as much as yourself. When you take the Dash action on your turn, one ally of your choice can use their reaction to move up to their speed. This movement doesn't provoke attacks of opportunity. In addition, if they move their full movement speed this way, you can use your bonus action and spend one kinetic charge to let them make one weapon attack.
Once an ally makes a weapon attack using this feature, that same ally can't do so again until you finish a long rest.
Firewall
Starting at 14th level, your stored kinetic energy creates a protective barrier around you. While you have at least one kinetic charge, you have resistance to fire and cold damage. In addition, whenever you expend a kinetic charge, creatures around you experience fiery backlash. When you spend a kinetic charge, each creature of your choice within 10 feet of you must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your Proficiency bonus) or take 1d6 + your Dexterity modifier fire damage. A creature can only take this damage once per turn, no matter how many kinetic charges you expend in a turn.
Heat of the Moment
At 17th level, your speed and intelligence have evolved to the point where you can predict your foes' actions with precision and react accordingly. You can use a bonus action to take the Ready action on your turn. The actions you can choose in response to the trigger for this special Ready action are: moving, taking the Attack action (one attack), or casting a spell. When you use your reaction to use your readied action, you must also spend one kinetic charge, or the readied action is wasted.
Art Credits
Iron Sky by AlynSpiller on DeviantArt
dishonored - corvo fan art by 9gui2 on Tumblr
Ruins by AlynSpiller on DeviantArt
Turning Point by Hugh Pindur on Artstation
Magus Comm 2 by YamaOrce on DeviantArt
Renegade Mage by Grafit Studio on Artstation
Design Credits
- Class made by u/Lord_of_Carcosa
- Graphic design made by u/drmario_eats_faces
- Class icon uses assets from Fire Emblem: Awakening by Nintendo. No copyright infringement intended.
Version 1.0