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# Why Why did I just waste like 12 hours on making this fucking adaption of Pathfinder's kineticist. It's way too elaborate for 5e and I don't even like Pathfinder or its character buikding system. Who evem wamts thos Who would even take the time to learn this shit instead of just playing Pathfinder? I sure as hell am not. I've become FAR too DND Beyond-pilled. Anthing that I can't easily access there is fucking VERBOTEN; I'm so dependent on my *paid tools,* who even is making manual character sheets, when you can AUTOFILL; this shit isn't even BALANCED; I'd need so many edits and playtests just to improve this AND I;M NOT EVEN GOING TO FUCKING USE IT. FUCK. It's not even finished why did i stay up all night working on this jesus christ \columnbreak
##### Counter Argument What the fuck did you just fucking say about me, you little bitch? I’ll have you know I graduated top of my class in the Navy Seals, and I’ve been involved in numerous secret raids on Al-Quaeda, and I have over 300 confirmed kills. I am trained in gorilla warfare and I’m the top sniper in the entire US armed forces. You are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of spies across the USA and your IP is being traced right now so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your life. You’re fucking dead, kid. I can be anywhere, anytime, and I can kill you in over seven hundred ways, and that’s just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the United States Marine Corps and I will use it to its full extent to wipe your miserable ass off the face of the continent, you little shit. If only you could have known what unholy retribution your little “clever” comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn’t, you didn’t, and now you’re paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You’re fucking dead, kiddo.
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##### The Kineticist | Level | Proficiency Bonus | Features | Max Burn per Turn | Talents Known | Infusions Known | Blast Damage |Composite Blast Damage |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Burn, Elemental Focus, Gather Power, Kinetic Blast | 1 | — | — | 1d6 | | — | — | — | — | — | | | 2nd | +2 | Talents |1 | 1 | — | 1d6 | — | — | — | — | — | — | | 3rd | +2 | Infusions | 1 | 1 | 1 | 1d6 | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 1 | 1 |1 | 1d6 | — | — | — | — | — | — | | 5th | +3 | — | 2 | 2| 1 | 2d6 | — | — | — | — | — | — | | 6th | +3 | Elemental Focus Feature | 2 | 2 | 2 | 2d6 | — | — | — | — | — | — | | 7th | +3 | — | 2 | 2 | 2 | 2d6 | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | 3 | 2| 2d6 | — | — | — | — | — | — | | 9th | +4 | — | 3| 3 | 3 | 3d6 | | — | — | — | — | | 10th | +4 | Empowered Metakinesis| 3 | 3 | 3 | 3d6 | — | — | — | — | — | — | | 11th | +4 | Expanded Element | 3| 4 | 3 | 3d6 | 6d6 | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | 4| 4 | 4 | 3d6 | 6d6 | — | — | — | — | — | | 13th | +5 | — | 4 | 4 | 4 | 4d6 | 8d6 | — | — | — | — | — | — | | 14th | +5 |Supercharge | 4 | 4 | 4 | 4d6 | 8d6 | — | — | — | — | — | — | | 15th | +5 | Quickened Metakinesis| 5 | 5 | 5 | 4d6 | 8d6 | — | — | — | — | — | — | | 16th | +5 |Ability Score Improvement | 5 | 5 | 5 | 4d6 | 8d6 | — | — | — | — | — | — | | 17th | +6 |Metakinetic Master | 5 | 5 | 5 | 5d6 | 10d6 | — | — | — | — | — | — | | 18th | +6 |— | 5| 5 | 5 | 5d6 | 10d6 | — | — | — | — | — | — | | 19th | +6 | Ability Score Improvement | 5 | 5 |5 | 5d6 | 10d6 | — | — | — | — | — | — | | 20th | +6 | Omnikinesis| 5 | 5 |5 | 5d6 | 10d6 | ─ | ─ | — | — | — | — |
## Class Features As a Kineticist, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Kineticist level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier for each kineticist level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Simple Weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Dexterity - **Skills:** Choose two from Acrobatics, Athletics, Arcana, Intimidation, Nature, or Persuasion. \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Leather armor and a dagger - (a) an explorer's pack or (b) a dungeoneer's pack - (a) a light crossbow and 20 bolts or (b) any simple weapon #### Multiclassing You're reading an extremely convoluted homebrew class document converted from a game whose design philsophy doesn't gel much with 5e and your first thought was to read the multiclassing section? Holy shit dude, do you understand how much your brain has to be broken for you to look at this 5000 page document and think "how can I get a good level 1 dip out of this?" \pagebreak ### Burn At 1st level, you can overexert yourself to channel more power than normal, pushing past the limit of what is safe for your body by accepting burn. For each point of burn you accept, your maximum hit points are reduced by 1. This reduction can only be removed after taking a long rest, which removes all burn and associated damage. You cannot accept maximum hit point reduction that would kill you or knock you unconscious. You can’t choose to accept burn if it would put your total number of points of burn higher than 3 + your Constitution modifier. Abilities cannot be used if they would put you over this number after reductions. ### Elemental Focus At 1st level, you choose one primary element on which to focus: Air, Earth, Fire or Water. Your choice grants you features at 1st and 6th level. It also adds to the list of Talents and Infusions you can take. ### Gather Power If you have both hands free, you may forgo every foot of your movement to remain in place and instead gather energy or elemental matter. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on you, as the energy or matter swirls around you. Gathering power in this way allows you to reduce the total burn cost of a blast or infusion you use in the same round by 1 point. You may also forego your movement and action to reduce the total burn cost of a blast or infusion you use in the next round by 2 points. This ability can never reduce the burn cost of a talent below 0 points. ### Kinetic Blast At 1st level, you gain a kinetic blast that matches your Elemental Focus. You can take the Attack action to accept 1 point of Burn and unleash a kinetic blast at a single target up to a range of 30 feet. You must have at least one hand free to aim the blast. Blasts are ranged spell attacks that deal an amount of damage equal to 1d6 + your Constitution modifier, increasing by 1d6 for every 4 kineticist levels beyond 1st. Kinetic Blasts are generally not affected by feats, spells, magic items, and other effects that increase damage or attack rolls. ### Talents At 2nd level, you can use talents—magical abilities similar to spells but drawn from your innate talent. Talents require an action to use unless otherwise noted. If a talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. ### Infusions At 3rd level, you can use infusions, which modify your kinetic blasts. If an infusion has prerequisites, you must meet them to learn it. You can learn the infusion at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. ### 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. ### Empowered Metakinesis At 10th level, when you roll damage for a blast, you can accept 1 point of Burn to reroll a number of damage dice equal to your Constitution modifier. You must use the new rolls. ### Expanded Element At 11th level, you gain access to an additional Elemental Focus. You may also take your own element again. Both choices confer additional benefits. If you take a different Elemental Focus, you gain access to one of its Kinetic Blasts and its corresponding talents and infusions, but not the Focus's 1st and 6th level subclass abilities. You also gain Composite Blasts, which follow all the rules that Kinetic Blasts do. Composite Blasts deal double the damage dice that Kinetic Blasts do. They also cost an extra point of Burn. ### Supercharge At 14th level, you reduce Burn cost by an additional point when using Gather Power. ### Quickened Metakinesis At 15th level, you can accept two additional points of Burn to use your blasts as a bonus action. ### Metakinesis Master At 17th level, your Metakinesis abilities cost 1 less point of Burn. ### Omnikinesis At 20th level, you can accept 1 point of Burn (in addition to any burn requirement of the kinetic blast) to use any Infusion you don't know. You also can accept 1 point of Burn to change any of your talents or infusions into a talent you do not have for 24 hours, ignoring elemental preqrequisites (but not other restrictions). \pagebreak ## Composite Blasts ##### Air + Air You gain access to Thunderstorm Blast, which deals half its damage as bludgeoning and half its damage as lightning. You also gain the Kinetic Blast you did not choose at level 1. ##### Air + Earth ###### Air + Earth You gain access to Sandstorm Blast, which deals half its damage as piercing and half its damage as slashing. ###### Electric + Earth You do not gain a Composite Blast. ##### Air + Fire ###### Air + Fire You gain access to Plasma Blast, which deals half its damage on bludgeoning and half its damage as fire. ###### Electric + Fire You do not gain a Composite Blast. ##### Air + Water ###### Air + Cold You gain access to Blizzard Blast, which deals half its damage on piercing and half its damage as cold. ###### Electric + Water You gain access to Charged Water Blast, which deals half its damage on bludgeoning and half its damage as electric. ###### Air + Water and Electric + Cold You do not gain a Composite Blast. ##### Earth + Earth You gain access to Metal Blast, which deals bludgeoning, piercing, or slashing damage according to how you decide to shape the earth on that particular attack. ##### Earth + Fire You gain access to Magma Blast, which deals half its damage on bludgeoning and half its damage as fire. ##### Earth + Water ###### Earth + Water You gain access to Mud Blast, which deals bludgeoning damage. ###### Earth + Cold You do not gain a Composite Blast. ##### Fire + Fire You gain access to Blue Flame Blast, which deals fire damage. ##### Fire + Water ###### Fire + Water You gain access to Steam Blast, which deals half its damage on bludgeoning and half its damage as fire. ###### Fire + Cold You do not gain a Composite Blast. ##### Water + Water You gain access to Ice Blast, which deals half its damage as piercing and half its damage as cold. You also gain the Kinetic Blast you did not choose at level 1. \pagebreak ## Elemental Foci ### Air #### Air Kinetic Blasts Starting at 1st level, your kinesis takes on the power of air. Choose between Air Kinetic Blasts (bludgeoning damage) or Electric Kinetic Blasts (lightning damage). #### Basic Aerokinesis You can also use your inner air to cause effects as if you were casting the *gust* cantrip. You can maintain concentration on the effect to cause one of the following effects at a time: * Ward off the effects of extreme heat or dangerous vapors or gases on one creature indefinitely. * Make a number of creatures equal to your Constitution modifier impossible to track by scent for one hour. These effects do not work underwater or in places without air. #### Enveloping Winds Starting at 6th level, you constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons have disadvantage on attacks against you. This ability has no effect on spell attacks. By accepting 1 point of burn, you can make the attacker roll a third die and take the lowest of the three rolls. Whenever you accept burn while using a air talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ranged spell attacks for 1 round. ### Earth #### Earth Kinetic Blast Starting at 1st level, your kinesis becomes powered by the forces of dirt. Your Kinetic Blast deals bludgeoning, piercing, or slashing damage according to how you decide to shape the earth for that particular attack #### Basic Geokinesis You also can use the dirt within to cause effects as if you were using the *mage hand* cantrip. Additionally, you can use this ability to move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet per turn. #### Flesh of Stone Starting at 6th level, you become resistant to non magical bludgeoning, piercing, and slashing damage. Whenever you accept burn while using a earth talent, the energy surging through you causes you to become resistant to magical bludgeoning, piercing, and slashing damage for 1 round. \columnbreak ### Fire #### Fire Kinetic Blast Starting at 1st level, your kinesis takes on a fiery nature. Your Kinetic Blasts deal fire damage. #### Basic Pyrokinesis You can also use your inner fire to cause effects as if you were casting the *light* or *control flame* cantrips. The light you create with *light* gives off heat like a normal flame. #### Searing Flesh Starting at 6th level, you can manipulate your inner fire as if you were casting the *armor of agathys* spell, but dealing fire damage instead of cold. You can raise the spell level by accepting 1 point of burn per level. Whenever you accept burn while using a fire talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round ### Water #### Water Kinetic Blasts Starting at 1st level, your kinesis is empowered with the calm and rage of water. Choose between Cold Kinetic Blasts (cold damage) or Water Kinetic Blasts (bludgeoning damage). #### Basic Hydrokinesis You can also use the surging tides within to cause effects as if you were casting the *shape water* cantrip. You can also purify water as if casting *purify food and drink*, and dry wet creatures and objects as if casting *prestidigitation*. You do not gain the other effects of those spells. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score. #### Shroud of Water Starting at 6th level, you surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. In its base form, it grants you a shield's +2 to AC. You can accept a point of burn to use your action to switch it to a suit of armor that grants you an Armor Class equal to 10 + your Dexterity Modifier + Your Constitution Modifier. Whenever you accept burn while using a water talent, you gain both bonuses for 1 round. \pagebreak ## Talents Non-passive Talents tend to take an action if not specified otherwise. Talents that imitate spells do not count as casting spells, but they do follow the same rules for concentration. ### Level 2 #### Aerial Adaptation Elemental Requirement: Air Effec: You are immune to the effects of high altitudes and are resistant to lightning damage as long as you have at least 1 point of Burn. #### Air Cushion Elemental Requirement: Air You can use your kinesis at will as if you were casting the spell *feather fall*. #### Cold Adaptation Elemental Requirement: Fire or Water You are immune to the effects of extreme cold and are resistant to cold damage as long as you have at least 1 point of burn. #### Earth Climb Elemental Requirement: Earth You gain a climbing speed equal to your walking speed when scaling stone or earthen surfaces #### Earth Walk Elemental Requirement: Earth Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud. You also have advantage on Acrobatics checks and saves against getting knocked prone on such surfaces. #### Elemental Whispers You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. You gain the Alert feat and you can use your kinesis as if you were casting the spell *find familiar*. When you use this talent, you can accept a point of Burn to give the element the form of an animal normally allowed by *find familiar*. As long as you concentrate, the familiar can take actions of that creature, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose the effects of the Alert feat while the familiar is manifested in this way. The familiar cannot communicate with other animals. \columnbreak #### Fire Sculptor Elemental Requirement: Fire You can sculpt shapes out of flame or alter a fire’s spread. As an action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it. #### Fire's Fury Elemental Requirement: Fire When using fire blasts or composite blasts that include fire, you can add your current amount of Burn to the damage dealt, to a maximum bonus of +1 for every 3 kineticist levels you possess. #### Flame Jet Elemental Requirement: Fire You shoot a burst of flame behind you as an action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again. If you take this talent twice, you can hover after using Flame Jet without needing to use your action to maintain it. #### Flame Trap Elemental Requirement: Fire You can use your kinesis as if you were casting the spell *snare*, except the effect of failing the saving throw is taking damage from your Fire Kinetic Blast. You can accept 1 point of burn when using flame trap to make a new trap without dismissing any previous traps. If you do, the trap lasts until the next time you recover burn. #### Foxfire Elemental Requirement: Fire Burn Cost: 1 You can use your kinesis as if you were casting the spell *faerie fire,* but affected creatures can use their action to dispel the effect. #### Heat Adaptation Elemental Requirement: Fire or Water You are immune to the effects of extreme heat and are resistant to fire damage as long as you have at least 1 point of burn. \pagebreak #### Kinetic Cover Elemental Requirement: Earth or Water Burn Cost: 1 You call up elemental matter to defend yourself and your allies from attacks. As an action, you can select a 5 foot by 5 foot by 5 foot space within 30 feet of you and move elemental matter to create a wall of total cover big enough for one Medium creature. The space you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water and ice are translucent, but earth, metal, mud, and the like are opaque and block line of sight. Tthe cover has an AC of 5, and 2 hit points per kineticist level. You can have a number of kinetic covers in existence equal to your Constitution modifier. #### Kinetic Healer Elemental Requirement: Water Burn Cost: 1 With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. #### Living Capacitator Elemental Requirement: Air Burn Cost: 1 You can use your kinesis as if you were casting the spell *absorb elements.* It does double damage if the stored energy is lightning damage, but zero damage otherwise. #### Searing Flame Elemental Requirement: Fire Prerequisite: Burning Infusion Enemies affected by your burning infusion lose any fire resistance for a number of rounds equal to half of your kineticist level. #### Skilled Kineticist You gain proficiency in one Kineticist skill. If you take this talent twice, you gain proficiency in two Kineticist skills. If you already have proficiency in all Kineticist skills when you take this talent, gain expertise in one Kineticist skill. #### Slick Elemental Requirement: Water Burn Cost: 1 You can use your kinesis as if you were casting the spell *grease.* #### Veil of Mists Elemental Requirement: Water You can use your kinesis as if you were casting the spell *disguise self*, but only for a number of minutes equal to your Constitution modifier. You can accept a point of Burn to extend the duration to 8 hours. #### Voice of the Wind Elemental Requirement: Air You can use your kinesis as if you were casting the cantrip *message*. If you take this talent twice, you can accept a point of burn to use your kinesis as if you were casting the spell *sending.* \columnbreak ### Level 5 #### Body of Air Elemental Requirement: Air Burn Cost: 1 You can use your kinesis as if you were casting the spell *gaseous form*. #### Celerity Elemental Requirement: Air Burn Cost: 1 Burn per creature You can use your kinesis as if you were casting the spell *haste*, targeting a number of creatures up to your Constitution modifier, but it only lasts 1 round. You may accept an additional point of Burn per creature each turn to extend the effect for another round. #### Earth Glide Elemental Requirement: Earth You can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor do you create any ripple or other sign of your presence. Your burrowing speed is equal to your walking speed. #### Earthmeld Elemental Requirement: Earth Burn Cost: Passive You can use your kinesis as if you were casting the spell *meld into stone*, except you can also cast it on a willing creature. When cast on another creature, the duration of the effect is only 10 minutes. You may extend the duration to the normal 8 hours by accepting 1 point of Burn. Such increased earthmelds don’t end if you use earthmeld again, allowing you to maintain multiple earthmelds. #### Elemental Grip You can use your kinesis as if you were casting the spell *hold person* except instead of affecting humanoids, it works only on creatures related to one of your Elemental Foci. At any time, you can accept 1 point of burn to remove the need to concentrate. #### Engulfing Winds Elemental Requirement: Air Prerequisite: Enveloping Winds You can use your kinesis as if you were casting the spell *wind wall*, but it only lasts 1 round and you lose the effects of Enveloping Winds while it is active. You can extend the length of this effect by accepting an additional point of Burn per turn. \pagebreak #### Fire Corridor Elemental Requirement: Fire Burn Cost: 1 You create a passage through a fire or pool of lava. The passage is 5 feet wide and 8 feet high. It is 10 feet long, plus 5 feet longer for every 3 kineticist levels you have. Any heat generated by the fire or lava through which the passage passes is radiated outwards, making the passage comfortable and safe. The passage lasts for 1 hour, though you can end the effect at any time. If this effect ends while a creature is inside the tunnel, that creature is affected by the fire or lava as normal. #### Flame Shield Elemental Requirement: Fire Prerequisite: Searing Flesh Burn Cost: 1 (Added optionally when you activate Searing Flesh) While your Searing Flesh ability is active, any creature that strikes you with a melee attack takes an additional amount of fire damage equal to 1/2 your kineticist level. You are also resistant to cold damage. An attack that would deal an amount of cold damage equal to at least double your kineticist level freezes destroys your flame shield. #### Healing Burst Elemental Requirement: Water Prerequisite: Kinetic Healer Burn Cost: 1 When you use Kinetic Healer, you can choose to instead heal all creatures in a 30 ft radius for half your normal blast damage. #### Ice Sculptor Elemental Requirement: Water Burn Cost: 1 You can use your kinesis as if you were casting the spell *stone shape* but affecting ice and snow instead of stone. #### Jagged Flesh Elemental Requirement: Earth Prerequisite: Flesh of Stone Burn Cost: 1 Until the next time your burn is removed, any creature that strikes you with a melee attack takes 1d6 points of piercing damage. #### Shift Earth Elemental Requirement: Earth Prerequisite: Kinetic Cover As an action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. This doesn’t cause the earth to float in the air. If you take this talent twice, you can accept a point of Burn to use your kinesis as if you were casting the spell *move earth.* \columnbreak #### Shimmering Mirage Elemental Requirement: Water Prerequisite: Shroud of Water Burn Cost: 1 Your shroud bends light, creating a shimmering mirage. Attacks against you have disadvantage until the next time your burn is removed. #### Slipstream Elemental Requirement: Water Burn Cost: 1 You create a low-cresting wave of water that carries a target along the surface of water or the ground. When moving across level ground, the target’s speed increases by 10 feet, and by 20 feet when going downhill. While swimming, the slipstream increases the target’s swim speed by 20 feet. If the target does not have a swim speed, this spell grants a swim speed of 20 ft. If you take this talent twice, you can use your kinesis as if you were casting the spell *water walk* (but on water only), you can breathe underwater, and your slashing and bludgeoning attacks don’t take the usual penalties when you’re underwater. #### Stone Sculptor Elemental Requirement: Earth Burn Cost: 1 You can use your kinesis as if you were casting the spell *stone shape.* #### Tremorsense Elemental Requirement: Earth You can forego your movement to gain tremorsense out to 30 feet for 1 round. You can accept a point of Burn to extend this effect to a minute. Your Earth Kinetic Blasts ignore cover while this talent is extended. If you take this talent twice, you can use your kinesis as if you were ritual casting the spell *commune with nature,* except you cannot detect details about creatures such as creature types. #### Water Manipulator Elemental Requirement: Water Burn Cost: 1 You can use your kinesis as if you were casting the spell *control water.* After you drop your concentration, you can accept a point of Burn to hold the water in its current position for 10 minutes per kineticist level. #### Wings of Air Elemental Requirement: Air Burn Cost: 1 You can use your kinesis as if you were casting the spell *fly.* The first time this effect is dispelled by a hostile creature each day, you may activate it again with your action without accepting another point of Burn. \pagebreak ### Level 8 #### Cold Snap Elemental Requirement: Water Burn Cost: 1 You can activate an aura of cold in a 5 feet radius around you, affecting yourself as well. All creatures in that radius have disadvantage on attack rolls and Dexterity saving throws. Creatures that are immune to the effects of extreme cold are unaffected. #### Elemental Exile Elemental Requirement: None Burn Cost: 1 You can use your kinesis as if you were casting the spell *banishment*, but it has a range of touch and on a failed save you transport your target to the plane associated with your element. Precise accuracy regarding a particular arrival location on the intended plane is almost impossible. Elemental exile transports creatures instantaneously and then ends. The creature must find other means to travel back #### Expanded Defense Elemental Requirement: None If you took a different Elemental Focus with your Expanded Element, you gain its level 6 feature. #### Heat Wave Elemental Requirement: Fire Burn Cost: 1 You can activate an aura of heat in a 5 feet radius around you, affecting yourself as well. All creatures in that radius have disadvantage on attack rolls. Creatures that are immune to the effects of extreme heat are unaffected. ### Level 11 #### Clockwork Heart Prerequisite: Metal Blast Your initiative rolls increase by 4 and your Dexterity Saving Throws increase by 2. #### Earth Tongue Elemental Requirement: Earth You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. A stone is limited to its perspective, perception, and knowledge. You can speak with natural or worked stone. #### Icepath Elemental Requirement: Water You freeze water vapor in the air, allowing you to travel above the ground by walking along the ice at half your normal walking speed, and leaving a path of ice behind you that lasts for 1 round before it melts. You cannot walk directly upward. To reach the space 5 feet above you, you must first walk upward diagonally to a space next to it. \columnbreak #### Kinetic Revivification Elemental Requirement: Water Prerequisite: Kinetic Healer Burn Cost: 2 You can use your kinesis as if you were casting the spell *revivify,* but only if your target has died within the last round. You can accept an additional point of Burn to also restore a number of hit points to the creature equal to your Water or Cold Blast. #### Smoke Storm Elemental Requirement: Fire Burn Cost: 1 You can use your kinesis as if you were casting the spell *cloudkill* but creating smoke instead of fog. A failed save no longer causes damage and you cannot move the smoke. Instead, those that fail their save are poisoned until 1d4+1 rounds after they leave the smoke storm. #### Trail of Flames Elemental Requirements: Fire Burn Cost: 1 You can use your kinesis as if you were casting the spell *wall of fire,* but only in the path you take after taking the Disengage action or while Dashing. #### Wind Manipulator Elemental Requirements: Air Burn Cost: 1 You can use your kinesis as if you were casting the spell *control winds,* but you must maintain your concentration by spending your action unless you accept a point of Burn to extend the duration to 1 hour. ### Level 15 #### Cryokinetic Stasis Elemental Requirement: Water Burn Cost: 1 You can use your kinesis as if you were casting the spell *sequester,* except the only effects are suspended animation, immunity to harm, and interrupted aging. Fire spells and spell-like abilities of 3rd level or higher count as if the caster used dispel magic against the stasis #### Seismic Master Elemental Requirement: Earth Burn Cost: 2 You can use your kinesis as if you were casting the spell *earthquake*. #### Tsunami Elemental Requirement: Water Burn Cost: 2 You can use your kinesis as if you were casting the spell *tsunami*. #### Weather Master Elemental Requirements: Air Burn Cost: 1 You can use your kinesis as if you were casting the spell *control weather.* \pagebreak ## Infusions Infusions are usually incorporated into Kinetic Blasts and Composite Blasts without the need for any action. Saving throws are equal to 10 plus your Constitution modifier. ### Level 3 #### Reckless Blade Rush Prerequisite: Kinetic Blade Burn Cost: 2 You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain advantage on the attack roll, but all attacks have advantage on you until your next turn. #### Burning Infusion Eligible Blasts: Earth, Magma, Mud, Metal Burn Cost: 2 You bowl your foes over with the sheer mass of your kinetic blast. Each target hit by your blast must make a Strength save or be knocked prone. #### Bowling Infusion Eligible Blasts: Blue Flame, Fire, Magma, Plasma Burn Cost: 2 Your kinetic blast ignites your foes. Whenever an infused blast hits a foe, it must make a Dexterity saving throw or take 1d6 points of fire damage each round until the fire is extinguished. #### Dazzling Infusion Eligible Blasts: Blue Flame, Fire, Plasma Burn Cost: 1 Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe, they must make a Constitution save or be have disadvantage on attack rolls for 1 minute. You can forego the damage on your blast to give your target disadvantage on this roll. If you take this talent twice, you upgrade the effect on a failed save to blinded. #### Entangling Infusion Eligible Blasts: Blizzard, Cold, Earth, Ice, Magma, Metal, Mud, Sandstorm Burn Cost: 2 Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes under the effects of the *slow* spell for 1 minute. The foe can remove this condition with a successful Athletics or Acrobatics check. #### Extended Range Your kinetic blast can strike any target within 120 feet. You can take this infusion twice to increase the range to 480 feet. #### Fan of Flames Eligible Blasts: Blue Flame, Fire, Plasma Burn Cost: 1 Your kinetic blast extends in a fan of flames, hitting all creatures and objects in a 15-foot cone with your full damage, or half on a successful Dexterity save. #### Foxfire Infusion Prerequisite: Foxfire Eligible Blasts: Blue Flame, Fire Burn Cost: 2 Your blast leaves behind flickering flames that reveal the target’s location as per *faerie fire* for 1 minute, but affected creatures can use their action to dispel the effect. #### Gusting Infusion Eligible Blasts: Air, Blizzard, Sandstorm, Thunderstorm Burn Cost: 1 The wind from your infusion causes your blast to act as an instantaneous casting of *gust of wind*. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the *gust of wind* effect to persist for 1 round along that path. #### Impale Eligible Blasts: Earth, Ice, Metal Burn Cost: 2 You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. After the first critical hit, all subsequent criticals deal normal damage. If an attack misses, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage. #### Kinetic Blade You form a weapon using your kinetic abilities. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice of the kinetic blade, nor does it grant the kinetic blade any weapon special features. You can use this infusion to make melee attacks with your kinetic blade. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals and uses the same attack roll as well. \pagebreak ### Level 5 #### Blade Whirlwind Prerequisite: Kinetic Blade Burn Cost: 3 You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach. If you land a critical hit, only the first target takes critical damage. The blade vanishes immediately afterwards. #### Chain Eligible Blasts: Electric Burn Cost: 2 Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt an additional attack roll to try to hit an additional target that is within 30 feet of the first. Each additional target takes 1d6 fewer points of damage than the last, and you can’t chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage. #### Chilling Infusion Eligible Blasts: Blizzard, Cold, Ice Burn Cost: 3 Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe must choose between moving or taking an action on their next turn. #### Cyclone Eligible Blasts: Air, Blizzard, Sandstorm, Thunderstorm Burn Cost: 3 You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage, or a quarter if they pass a Dexterity save. #### Detonation Eligible Blasts: Blue Flame, Fire Burn Cost: 3 Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20-foot radius or half if they pass a Dexterity save. \pagebreak ### Level 7 #### Cloud Prerequisite: Extended range Eligible Blasts: Blizzard, Sandstorm, Steam, Thunderstorm Burn Cost: 4 You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as if you had cast *fog cloud*. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again. #### Deadly Earth Prerequisite: Extended range Eligible Blasts: Earth, Magma, Metal, Mud Burn Cost: 4 You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area automatically take 1/4 of the normal damage from your blast. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again. #### Explosion Prerequisite: Extended range Eligible Blasts: Blue Flame, Fire Burn Cost: 3 You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast’s damage or half if they pass a Dexterity save. #### Fragmentation Prerequisite: Extended Range Eligible Blasts: Earth, Ice, Metal You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Dexterity save to reduce that damage by half again. If the attack misses its target, the blast has no effect. #### Maelstrom Prerequisite: Extended range Eligible Blasts: Charged Water, Water You create a 20-foot-radius whirling maelstrom in a body of water within 120 feet (the area of the maelstrom does not include any space in the radius that aren’t in the water). Any creature in the maelstrom immediately takes one-quarter your blast’s normal damage. Any creature that enters the maelstrom or ends its turn in the maelstrom takes half your blast’s normal damage. After this blast is used and at the beginning of each of their turns, a creature can attempt a Dexterity saving throw to exit the area at the closest space. They can also attempt an Athletics check with a DC of 10 plus the normal save. \pagebreak (Alright man, fine) ("Wa-wa") Uhh (doo-doo-doo-doo) Wicki-wild wild (doo-doo-doo-doo-doo) Wicki-wicki-wild Wicki-wild Wicki-wicki wild wild West Jim West, desperado Rough rider, no you don't want nada None of this, six-gunnin' this, brother runnin' this Buffalo soldier, look, it's like I told ya Any damsel that's in distress Be outta that dress when she meet Jim West Rough neck so go check the law and abide Watch your step or flex and get a hole in your side Swallow your pride, don't let your lip react You don't wanna see my hand where my hip be at With Artemus, from the start of this, runnin' the game James West, tamin' the West, so remember the name Now who ya gonna call? Not the GB's Now who you gonna call? 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