Kinetic Drifter v1.1

by ShiftySeb

Search GM Binder Visit User Profile

Kinetic Drifter

Class Features

As a Kinetic Drifter, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Kinetic Drifter level
  • Hit Points at 1st Level: 8 + your constiturion modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Kinetic Drifter level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons, firearms (optional)
  • Tools: none

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from Acrobatics, Arcana, History, Investigation, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Chain Shirt
  • (a) A martial weapon or (b) a simple weapon and a shield
  • (a) a shortbow or (b) two simple weapons.
  • (a) A dungeoneer's pack or (b) explorer’s pack

Optional Rule: Firearm proficiency

The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your Kinetic Drifter has been exposed to the operation of such weapons, your Kinetic Drifter is proficient with them.

Kinetic Dice

Your adventures and discoveries have led you to a certain insight into the rare and unique arcana known as Kinetic Energy. Your access to this energy is represented by a number of Kinetic Dice equal to your Dexterity + Wisdom modifier.

At level 1 your Kinetic Dice is a d4, this increases to a d6 at level 5, a d8 at level 9, a d10 at level 13, and a d12 at level 17. You regain all spent Kinetic Dice after a short or long rest.

Your Kinetic Dice are used to Drift, augment your attacks, and summoning Kinetic Blasts. Any damage dealt using a Kinetic Die is force, and is magical.

Some uses of the Kinetic Dice require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Kinetic Save DC = 8 + your proficiency bonus +

your Dexterity modifier
Kinetic Drifter
Level Proficiency Bonus Features Kinetic Dice
1st +2 Drift, Kinetic Dice d4
2nd +2 Fighting Style d4
3rd +2 Kinetic Specialty, Kinetic Sword Art, Kinetic Blast d4
4th +2 Ability Score Improvement d4
5th +3 Extra Attack d6
6th +3 Quick Drift d6
7th +3 Kinetic Specialty Feature d6
8th +3 Ability Score Improvement d6
9th +4 Kinetic Recharge d8
10th +4 Drift Step d8
11th +4 Kinetic Specialty Feature d8
12th +4 Ability Score Improvement d8
13th +5 Hyper Drift d10
14th +5 Efficient Drift d10
15th +5 Kinetic Specialty Feature d10
16th +5 Ability Score Improvement d10
17th +6 Extra Attack (2) d12
18th +6 Kinetic Recharge (2) d12
19th +6 Ability Score Improvement d12
20th +6 Perfected Drift d12

Drift

At level 1 you have learned the art of using Kinetic Energy to move quickly, this is known as Drifting. You can Drift as an action or a bonus action, expending one Kinetic Die as you do so. You can only Drift one time per turn. With a loud sound you move in a straight line in any direction to a point 15ft away in an incredible short burst of arcane speed. This can be used to dash over gaps as long as you start and end on a surface.

During a Drift:

  • If you cross paths with an object or creature that is one size smaller than you or larger during your Drift you immediately stop and fall prone. The creature or object is unaffected.
  • Rough terrain does not affect how far you can Drift.
  • Enemies have disadvantage on attacks against you.

You cannot Drift if:

  • You want to drift to a place with more than 5ft of elevation change.
  • You are in armor you are not proficient in.
  • You cannot normally move e.g. if you are restrained.
  • If you do not have a movement speed in the place that you are drifting from.
Part 2 | Your Introduction

Fighting Style

At level 2 you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Kinetic Sword Arts

At level 3, your insights into Kinetic Energy have allowed you to weave them into your melee weapon attacks. You know one Kinetic Sword Art of your choice. When you take the attack action, you can use your bonus action to perform one Kinetic Sword Art. You must be holding a melee weapon to perform a Kinetic Sword Art.

Below are the Kinetic Sword Arts in no particular order:

Heavy Strike


  • Cost: 1 Kinetic Die

You attack everything in a 5ft semi-circle centered on you. Any creature in the area must make a dexterity saving throw against your Kinetic save DC, or take 1 Kinetic Die roll of damage in addition to your weapons normal damage.

Dash Strike


  • Cost: 2 Kinetic Dice

You Drift as part of your attack, and make the attack at the end of the drift. If your attack hits, the target must succeed a dexterity saving throw against your Kinetic save DC, or take 1 Kinetic Die roll of damage in addition to your weapons normal damage, and be pushed back 15ft. On a success, only normal weapon damage is dealt.

Phantom Strike


  • Cost: 1 Kinetic Dice + 1 Kinetic Die per creature attacked

You drift as a part of your attack, attacking all creatures in the path of your Drift. You must expend an additional Kinetic Die for each effected creature. You add 1 Kinetic Die roll of damage to each successful attack.

Deflection Strike


  • Cost: 1 Kinetic Die

When you are targeted with a ranged attack roll, or a ranged spell attack that specifies a projectile, you can use your reaction and 1 Kinetic Die to reduce the damage you take. The damage is reduced by 1 Kinetic Die + your Dexterity modifier + your Kinetic Drifter level. If you reduce the damage to 0, you can make a ranged attack (range 30) as you deflect the ranged attack, as part of the same reaction. You make this attack with proficiency, regardless of your normal proficiencies.

Kinetic Blast

At 3rd level, through your insights into Kinetic Energy and the ancient technologies that it powers, you have learned to summon weapons that fire concentrated Kinetic Energy at range. You know one Kinetic Blast of your choice, which you can summon as a bonus action. The Kinetic Blast disappears at the end of the round, or after firing it once. Kinetic Blasts are considered ranged weapons that you are proficient with.

Below are the Kinetic Blasts in no particular order:

Kinetic Pistol


  • Cost: 1 Kinetic Die
  • Damage: 1 Kinetic Die
  • Range: 60/120

You fire an Energy Projectile and make a ranged attack roll.

Hyper Light Pistol


  • Cost: 2 Kinetic Dice
  • Damage: 2 Kinetic Dice
  • Range: 30/60

You fire an Energy Projectile and make a ranged attack roll.

Kinetic Blunderbuss


  • Cost: 4 Kinetic Dice
  • Damage: 3 Kinetic Dice
  • Range: 15ft cone

All creatures in range must make a dexterity Saving throw against your Kinetic save DC. On a success they take no damage.

Kinetic Railgun


  • Cost: 5 Kinetic Dice
  • Damage: 4 Kinetic Dice
  • Range: 200ft line

All creatures in range must make a dexterity Saving throw against your Kinetic save DC. On a success they take no damage.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Drift

Beginning at 6th level, you can drift as a reaction to being attacked or being in the AoE of a spell. If you end the drift outside the AoE and succeed the spell save DC, you take no damage.

Kinetic Recharge

At level 9 you have learned how to regain Kinetic Energy during combat. Once per round when you hit with a melee weapon attack, you regain 1 Kinetic Die.

Drift Step

Beginning at 10th level, you can spend 10ft of your movement to Drift, and you can now drift up to 3 times per turn. Drifting in this way still requires you to spend a Kinetic Die

Hyper Drift

At level 13, the only limit to how many times you can drift is how much movement and Kinetic Dice have.

Efficient Drift

At level 14 you learn how to more efficiently use Kinetic Energy to drift. If you drift 4 times or more on your turn, you regain 1d4 Kinetic Dice.

Extra Attack (2)

At 17th level, you can attack three times whenever you take the Attack action on your turn.

Kinetic Recharge Improvement

Your ability to regain Kinetic Energy during combat improves at level 18. You can now regain 2 Kinetic Dice per round when you hit an attack with a melee weapon.

Perfected Drift

At level 20, you have mastered the Drift. Drifting no longer requires you to spend a Kinetic Die

Kinetic Drifter Specialty

Swordmaster

Your insights into ancient technologies and kinetic energy are focused on improving your mastery of the Kinetic Sword Arts.

Level 3

You know 2 Kinetic Sword Arts of your choice.

Level 7

You know all Kinetic Sword Arts, and a bonus action is no longer required to perform them, however, you can only perform 1 Kinetic Sword art per round.

Level 11

You can use 2 Kinetic Sword Arts per round.

Level 15

Your mastery of the Kinetic Sword Arts is complete, and hits using a Kinetic Sword Art now activates Kinetic Recharge.

Gunmaster:

Your insights into ancient technologies and kinetic energy are focused on improving your mastery of the Kinetic Blasts.

Level 3

You know 2 Kinetic Blasts of your choice.

Level 7

You know all Kinetic Blasts, and a bonus action is no longer required to summon them, however, you can only fire a Kinetic Blast once per round.

Level 11

You can fire a summoned Kinetic Blast 2 times per round.

Level 15

Your mastery of the Kinetic Blasts is complete, and the range for all Kinetic Blasts are doubled.

Shieldmaster

Your insights into ancient technologies and kinetic energy are focused on protecting yourself and your allies in combat.

Level 3

During a drift, you gain a boost to your AC equal to your proficiency bonus.

Level 7

When a creature you can see within 15 feet of you is targeted with an attack, you can use your reaction to drift in the way of the attack, forcing you to be the target.

Level 11

When you drift, you can roll a Kinetic Die to gain temporary hit points equal to the number rolled. This can only be done once per round.

Level 15

You have mastered the art of protection with Kinetic Energy, when you drift and spend a Kinetic Die to gain temporary hit points, you can choose one creature that you can see to also gain temporary hit points equal to the number rolled on the Kinetic Die..

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.