My Documents
Become a Patron!
# Kinetic Drifter - This class is inspired by the video game "Hyper Light Drifter" made by Heart Machine, credit for all images goes to Heart Machine. ## 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 constitution 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, Intelligence - **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. ### Multiclassing - **Ability Score Minimum:** Dexterity 13, Intelligence 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Armor:** Light Armor, Shields - **Weapons:** Simple Weapons, Martial Weapons, *firearms (optional)* \columnbreak
##### Kinetic Drifter | Level| Proficiency Bonus | Features | Kinetic Dice | Kinetic Sword Arts | |:----:|:-----------------:|:------------------------------------:|:------------:|:------------------:| | 1st | +2 | Kinetic Dice, Drift, Kinetic Blast | 2d4 | --- | | 2nd | +2 | Fighting Style, Kinetic Sword Arts | 2d4 | 2 | | 3rd | +2 | Kinetic Cloak | 2d4 | 2 | | 4th | +2 | Ability Score Improvement | 2d4 | 2 | | 5th | +3 | Extra Attack | 3d6 | 2 | | 6th | +3 | Kinetic Recharge, Drift | 3d6 | 3 | | 7th | +3 | Kinetic Cloak Feature | 3d6 | 3 | | 8th | +3 | Ability Score Improvement | 3d6 | 3 | | 9th | +4 | **Drift Step** | 4d6 | 3 | | 10th | +4 | **Quick Drift** | 4d6 | 3 | | 11th | +4 | Kinetic Cloak Feature | 4d8 | 4 | | 12th | +4 | Ability Score Improvement | 4d8 | 4 | | 13th | +5 | **Phase Drift** | 5d8 | 4 | | 14th | +5 | **Kinetic Teleport** | 5d8 | 4 | | 15th | +5 | Kinetic Cloak Feature | 5d8 | 4 | | 16th | +5 | Ability Score Improvement | 5d8 | 5 | | 17th | +6 | Extra Attack (2) | 6d10 | 5 | | 18th | +6 | **Kinetic Sense** | 6d10 | 5 | | 19th | +6 | Ability Score Improvement | 6d10 | 5 | | 20th | +6 | **Kinetic Recharge (2)** | 6d10 | 5 |
\pagebreakNum ### Kinetic Dice *1st-level Kinetic Drifter Feature* 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. You have a number of Kinetic Dice equal to your proficiency bonus. You regain all Kinetic Dice at the end of a long rest and half a Kinetic Die roll on a short rest, as your Kinetic Energy recharges. Your Kinetic Dice are used to Drift, augment your attacks, and modify the Kinetic Blast. 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
### Drift *1st-level Kinetic Drifter Feature* At 1st level, you have learned the art of using kinetic energy to create a blast of forward momentum. As a Bonus Action, if you are standing on a solid surface, you choose an unoccupied space that is 15 feet from yourself, that is not more than 5 feet above or below you, and dash towards it, causing an audible "boom" which can be heard up to 90 feet away. You can also drift by spending a Kinetic Die or as a reaction to an attack missing you. You can drift once per turn. While moving in this way you do not provoke attacks of opportunity, and the distance traveled is not reduced by difficult terrain. If a creature or object is in your path that is at least one size smaller than you, you immediately stop and you are knocked prone. You cannot drift if you are wearing armor that you are not proficient with, your speed is 0, or you are prone. ### Kinetic Blast *1st-level Kinetic Drifter Feature* 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 can summon your Kinetic Blast instead of an attack, using your free hand to propel energy, or summoning an ethereal weapon which disappears after use. Your Kinetic Blast is considered a ranged weapon that you are proficient with, and all damage dealt by it is force. Your base Kinetic Blast does not require a Kinetic Die to summon. It has a range of 60/120 and deals 1 Kinetic Die + Dexterity modifier damage. You can spend Kinetic Dice to modify your Kinetic Blast in various ways, as listed below. You can only modify your Kinetic Blast in one way at a time. #### Hyper Blast ___ **Cost:** 1 Kinetic Die Your Kinetic Blast deals an additional 1 Kinetic Die roll of damage, but only has a range of 60. \columnbreak #### Kinetic Longshot **Cost:** 1 Kinetic Die The range of your Kinetic Blast is 240, and range does not impose disadvantage. #### Kinetic Bomb **Cost:** 2 Kinetic Dice You throw an orb of Kinetic Energy to a point up to 30ft away from you, which then explodes in a 15ft circle. Any creature caught in the explosion must make a dexterity Saving throw against your Kinetic DC, or take an additional 1 Kinetic Die roll damage. #### Explosive Blast **Cost:** 1 Kinetic Dice Your Kinetic Blast explodes upon impact. Each creature within 5 feet of the target must succeed on a Dexterity saving throw against your Kinetic DC or take 1 Kinetic Die roll of damage. #### Ricochet Blast **Cost:** 1 Kinetic Dice Your Kinetic Blast ricochets from the target to a different creature within 15 feet of the target, which must succeed a Dexterity Saving Throw against your Kinetic DC or take 1 Kinetic Die roll of damage. #### Kinetic Grapplehook **Cost:** 2 Kinetic Dice You shoot a 30 foot long magical grappling hook and line that will attach to anything. If it attaches to an object or a surface, you can use your bonus action to be pulled towards that surface. If it attaches to a creature, you can use your bonus action to cause the creature to make a dexterity saving throw against your Kinetic DC. On a success, your grappling hook fails to attach; on a fail the creature is pulled 15ft towards you. #### Kinetic Blunderbuss ___ **Cost:** 3 Kinetic Dice Instead of a single projectile, you fire a wide blast of Kinetic Energy in a 15ft cone. All creatures in range must make a dexterity Saving throw against your Kinetic save DC. On a fail, the Blast deals an additional 2 Kinetic Die roll damage. #### Kinetic Railgun ___ **Cost:** 4 Kinetic Dice Instead of a single projectile, you fire a beam of Kinetic Energy in a 200ft line. All creatures in range must make a dexterity Saving throw against your Kinetic save DC. On a fail the Blast deals an additional 3 Kinetic Die roll of damage. \pagebreakNum ### Fighting Style *2nd-level Kinetic Drifter Feature* 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. #### Kinetic Fists Your unarmed strikes have Kinetic Energy woven into them. When you are holding no other weapons, your unarmed strikes are considered magical weapons that you are proficient with. Additionally, they have the reach and finesse properties, and deal 1d4 force damage. At the start of each of your turns, you can deal 1d4 force damage to one creature grappled by you. ### Kinetic Sword Arts *2nd-level Kinetic Drifter feature* Your insights into Kinetic Energy have allowed you to weave it into your mellee weapon attacks. The number of Kinetic Sword Arts you know is determined by your level, as shown in the Kinetic Sword Arts column of the Kinetic Drifter Table. The Kinetic Cloak you choose will give you more options for Kinetic Sword Arts. You can use your Bonus Action, some Kinetic Sword Arts use your Reaction instead, to augment your next attack, spending a number of Kinetic Dice to do so. You must be holding a melee weapon to perform a Kinetic Sword Art. Any damage dealt by using a Kinetic Sword Art is in addition to your weapons normal damage, and your weapons damage counts as magical. Below are the Kinetic Sword Arts in no particular order: #### Heavy Strike ___ - **Cost:** 1 Kinetic Die ___ You attack everything in a 5ft circle centered on you. Any creature in the area must make a dexterity saving throw against your Kinetic save DC, or take an additional 1 Kinetic Die roll of damage. #### 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 spend 1 additional Kinetic Die to make a ranged attack (range 30) as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your normal proficiencies. #### Shielding Strike ___ - **Cost:** 1 Kinetic Die ___ Your next attack covers you in Kinetic Energy, increasing your AC by 1 Kinetic Die roll. The additional AC disappears after an attack has been made against you or at the end of your next turn. \pagebreakNum #### Phantom Strike ___ - **Cost:** 2 Kinetic Dice ___ You drift as a part of your attack, attacking all creatures that you can reach during your drift. You add 1 Kinetic Die roll of damage on a hit. #### 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 be pushed back 15ft. If your target hits an object as a result of being pushed, it takes 1 Kinetic Die roll damage. If your target hits another creature as a result of being pushed, both your target and the creature it hits take 1 Kinetic Die roll damage. On a success, the target is not pushed. A creature that is two sizes larger than you or more automatically succeeds the save. ### Kinetic Cloak At 3rd level, you specialize in specific uses of Kinetic Energy. Pick one Cloak from those available. Your Cloak grants you features at 3rd level and then again at 7th, 11th, and 15th level. ### Ability Score Improvement When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat. ### Extra Attack *5th-level Kinetic Drifter feature* Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Kinetic Recharge *6th-level Kinetic Drifter feature* You have learned how to regain Kinetic Energy during combat. On your turn, if you have not spent any Kinetic Dice, you can choose recharge 1 Kinetic Die when you hit with a melee attack. Once Kinetic Recharge has been activated on a turn, you cannot spend Kinetic Dice until the start of your next turn. ### Chain Drift *6th-level Kinetic Drifter feature* You have improved your Drift, and can now perform it multiple times in quick succession. You can Drift a number of times on your turn equal to your Intelligence modifier. ### Drift Step *9th-level Kinetic Drifter feature* Your have improved your Drift even further. You can now Drift by spending 15 feet of movement, and you can Drift to an empty space that is more than 5 feet above or below you. If you have a flying speed, you can drift without standing on a solid surface. ### Quick Drift *10th-level Kinetic Drifter feature* You have learned how to Drift quickly to potentially avoid an attack. When you are in the area of effect of a spell, you can Drift as a reaction. If you end the Drift outside of the area of effect, you avoid all effects of the spell if you succeed on the saving throw. ### Phase Drift *13th-level Kinetic Drifter feature* A number of times equal to you Intelligence modifier (minimum 1 time), you can spend 1 Kinetic Die to become incorporeal during your Drift, allowing you to Drift out of being restrained or grappled, and through solid objects or a space occupied by a creature. You must be able to see the destination of your Phase Drift, and you cannot end the Phase Drift in a space that is otherwise occupied. You regain all uses of this feature after a long rest. ### Kinetic Teleport *14th-level Kinetic Drifter feature* You can use 1 Kinetic Die to place a tether of Kinetic Energy in an empty space. Within the next 12 hours, you can spend 5 Kinetic Dice to charge up Kinetic Energy for 5 minutes, and teleport to the tether, bringing a number of willing creatures that you can see with you, up to your Intelligence modifier. You and the tether must be on the same plane of existence. Once you have used this feature, you are unable to use it again until you have finished a long rest. ### Kinetic Sense *18th-level Kinetic Drifter feature* You have learned how to better sense the Kinetic Energy around you, and can use this to see the world. With Kinetic Sense, you can detect and pinpoint the origin of vibrations within a 15ft radius, provided that you and the source of the vibrations are in contact with the same ground or substance. THis can not be used to sense flying creatures. ### Kinetic Recharge (2) *20th-level Kinetic Drifter feature* You have learned how to regain more Kinetic Energy during combat. Kinetic Recharge can now be activated on two attacks, instead of one. \pagebreakNum ## Kinetic Cloak All Kinetic Drifters eventually specialize in a specific use of Kinetic Energy, which they show by donning a specific Cloak. As you gain levels in a Kinetic Cloak, you gain additional Kinetic Sword Arts that do not count against your Kinetic Sword Arts known. ### Swordmaster Your insights into ancient technologies and kinetic energy are focused on improving your mastery of the Kinetic Sword Arts. You wear a blue Cloak to show that you are a Swordmaster #### Level 3: Kinetic Dexterity Your training with melee weapons has allowed you to use Kinetic Energy to help you use them. If a weapon does not have the Reach or Special property, you can use your Dexterity modifier for attack and damage rolls, even if the weapon lacks the Finesse property. At 3rd-level, you also gain one additional Kinetic Sword Art: ##### Quick Strike **Cost:** 2 Kinetic Dice Immediately when you use your Bonus Action for this Sword Art, you Drift and make an attack at the end of the Drift. If the attack hits, it deals an additional 1 Kinetic Die roll damage. #### Level 7: Fight Smart Using Kinetic Energy to move quickly has trained you in thinking fast during combat, allowing you to hit harder and quicker. You can add your Intelligence modifier to your initiative roll, and to the damage dealt using Kinetic Sword arts. At 7th-level, you also gain one additional Kinetic Sword Art: ##### Precision Strike **Cost** 2 Kinetic Dice You add 1 Kinetic Die to your next attack roll. If the attack hits, it deals an additional 1 Kinetic Die roll of damage. #### Level 11: Sword Artist When you use your bonus action to activate a Kinetic Sword Art, you can choose a Kinetic Sword Art for your next 2 attacks, instead of 1. At 11th-level, you also gain one additional Kinetic Sword Art: ##### Stimulant Strike **Cost** 2 Kinetic Dice If your next attack hits it deals an additional 1 Kinetic Die roll of damage, and you fill your body with kinetic energy, stimulating your senses and allowing you to react faster. For the rest of this turn, you have one additional reaction. \columnbreak #### Level 15: Evasive Drift Once per turn when a creature ends it turn next to you, you can spend 2 Kinetic Die to Drift and leave a glowing kinetic copy of yourself where you once stood. Anything that enters the copy's space takes 1 Kinetic Die of damage. At the end of your next turn, or if it is hit with an attack, the copy explodes with a burst of kinetic energy. Each creature within 5 feet of the copy must succeed on a Dexterity saving throw or take 1 Kinetic Die roll damage. At 15th-level, you also gain one additional Kinetic Sword Art: ##### Hyper Strike **Cost** 1 Kinetic Die If your next attack hits, you can spend an additional 1 Kinetic Die to immediately attack again, without it using an attack action. This process can be repeated until you miss an attack or run out of Kinetic Dice ### Gunmaster Your insights into ancient technologies and kinetic energy are focused on improving your mastery of the Kinetic Blasts. You wear a fuchsia Cloak to show that you are a Gunmaster. #### Level 3: Kinetic Weapon You have learned how to infuse a ranged weapon with kinetic energy, turning it into your Kinetic Weapon. To do this you must perform a 1-hour ritual. You summon your Kinetic Weapon in place of your Kinetic Blast, or you can summon it as your bonus action. If you summon it as a bonus action, it disappears if it is more than 5 feet away from you, and you can dismiss it as your item interaction for that turn. Regardless of how the Kinetic Weapon is summoned, it requires no ammunition. Your Kinetic Weapon is magical and either deals the normal damage of your Kinetic Blast or the damage of the weapon used, using the one that deals more damage. All other properties of the base blast are replaced by that of the weapon used. At 3rd-level, you also gain one additional Kinetic Sword Art: ##### Focusing Strike **Cost**: 1 Kinetic Die If your next attack hits, Kinetic Energy flows through you and helps you focus. You make your next Kinetic Weapon attack with advantage. #### Level 7: CQC Blaster Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with your Kinetic Weapon. Additionally, when you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with your Kinetic Weapon, without modifying it. At 7th-level, you also gain one additional Kinetic Sword Art: ##### Throwing Strike **Cost**: 1 Kinetic Die You use Kinetic Energy to propel your weapon through the air. Regardless of if your weapon has the thrown property, you can throw it with a range of 30/40, using your Dexterity modifier for the attack and damage rolls. \pagebreakNum #### Level 11: Quick Draw When a creature within 30 feet of you that you can see misses you with a ranged attack, you can spend your reaction and 1 Kinetic Die to attack them with your unmodified Kinetic Weapon. At 11th-level, you also gain one additional Kinetic Sword Art: ##### Far Strike **Cost:** 2 Kinetic Dice You drift up to 25 feet before your next attack. If the attack hits, it deals an additional 1 Kinetic Die roll of damage. #### Level 15: Charge hit When you hit with a Kinetic Sword Art, you can spend a number of Kinetic Dice to make your next Kinetic Weapon attack deal more damage. The additional damage is 1 Kinetic Die roll per Kinetic Die spent. At 15th-level, you also gain one additional Kinetic Sword Art: ##### Combo Strike **Cost:** 1 Kinetic Die You weave Kinetic Energy into your movements, allowing you to act quicker. When you make your next attack, you can also attack with your unmodified Kinetic Weapon. ### Shieldmaster Your insights into ancient technologies and kinetic energy are focused on protecting yourself and your allies in combat. You wear an ochre Cloak to show that you are a Shieldmaster #### Level 3: Drift Shield When you Drift, you can spend 1 Kinetic Die to grant yourself a number of temporary hit points equal to 1 Kinetic Die roll. At 3rd-level, you also gain one additional Kinetic Sword Art: ##### Weakening Strike **Cost:** 2 Kinetic Die If your next attack hits, it deals an additional 1 Kinetic Die roll of damage, and surrounds your target in Kinetic Energy, resisting them and their equipments movements, weakening their next attack. That opponent's next attack is reduced by one Kinetic Die roll. #### Level 7: Shared Drift Shield When you use Drift Shield, you also give temporary hit points to a creature that is within 15 feet of you during your Drift. The number of temporary hit points gained is equal to 1 Kinetic Die roll. These temporary hit points can only affect one creature at a time, not including yourself. At 7th-level, you also gain one additional Kinetic Sword Art: ##### Restraining Strike: **Cost**: 2 Kinetic Dice Your next attack covers your target in Kinetic Energy. They must Succeed on a Strength saving throw or take an additional 1 Kinetic die of damage, and be restrained until the end of your next turn. \columnbreak #### Level 11: Drift Along When you Drift, you can spend 1 Kinetic Die to make a willing creature within 15 feet of you drift to an empty space of your choice. At 11th-level, you also gain one additional Kinetic Sword Art: ##### Ground Strike **Cost**: 2 Kinetic Dice Instead of attacking, you strike the ground with your weapon, shaking the ground and covering a 15 foot circle centered on you in Kinetic Energy. This area is considered difficult terrain until the end of your next turn, and all creatures in the area must succeed a Dexterity saving throw against your Kinetic DC or be knocked prone and take the normal weapon damage. This sword art can be used when falling to prevent you from taking an amount of fall damage equal to the damage dealt. #### Level 15: Shimmering Form When you Drift, you can spend 1 Kinetic Die to continue to have Kinetic Energy around you, making it look like you're in multiple places at the same time. Until the end of your next turn, enemies have disadvantage on attack rolls against you. At 15th-level, you also gain one additional Kinetic Sword Art: ##### Healing Strike **Cost**: 2 Kinetic Dice If your next attack hits, it deals an extra 1 Kinetic Die roll of damage, and you heal 1 Kinetic Die roll. You can spend additional Kinetic Dice, healing 1 more Kinetic Die roll per Kinetic Die spent.