The Kinetic
Mastery of the elements was a childish endeavor, you sought out a more powerful magic. Through hard work and perseverance, you discovered the power of telekinesis and made it your own. You became a master of your own mind, able to move objects and creatures with a thought and crush your enemies with the strength of your will. Now all matter bends to your will, and nothing will stand against you.
- You must have an Intelligence Score of 13 or higher in order to Multiclass in and out of this class.
The Kinetic Table
| Level | PB | Features | Kinetic Die | Kinetic Speed |
|---|---|---|---|---|
| 1 | +2 | Kinesis, Kinetic Defense | 1d6 | 10 ft. |
| 2 | Forced Movement | 3 | Kinetic Focus | |
| 4 | Ability Score Improvement | 5 | +3 | Extra Attack | 15 ft. |
| 6 | Bolstered Kinesis | 7 | Kinetic Focus Feature | 1d8 |
| 8 | Ability Score Improvement | 9 | +4 | Force Barrier | 20 ft. |
| 10 | Kinetic Focus Feature | 11 | Evasion | 1d10 |
| 12 | Ability Score Improvement | 13 | +5 | Strengthened Force | 25 ft. |
| 14 | Kinetic Focus Feature | 15 | Grounded | 1d12 |
| 16 | Ability Score Improvement | 17 | +6 | Kinetic Flight | 30 ft. |
| 18 | Impenetrable Mind | 19 | Ability Score Improvement | |
| 20 | Ascended Kinesis |
Class Details
Hit Points
Hit Dice: 1d8 per Kinetic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Kinetic level after 1st
Proficiencies
Armor: Light Armor, Shields
Weapons: Simple weapons, Improvised Weapons
Saving Throws: Strength and Intelligence
Skills: Choose 3 from Acrobatics, Arcana, Athletics, Insight, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) Any Simple Melee Weapon and Shield (b) Any Simple Ranged Weapon and 20 ammunition
-
(a) 2 Handaxes or (b) 4 javelins
-
(a) A Scholar's Pack or (b) A Dungeoneer's Pack
-
Leather Armor and 10 darts
Class Features
Kinesis
Starting at 1st level, you harness your telekinesis to hurl objects at your enemies. You gain access to Kinetic Weapons. These weapons include ranged weapon ammunition, weapons with the Thrown Property, or any other weapon that can be thrown using the rules of Improvised Weapons (Appendix A). When wielding a Kinetic Weapon, you gain the following benefits:
- You can use your Intelligence Modifier for attack and damage rolls with Kinetic Weapons.
- Attacking at long range doesn't impose disadvantage on your Kinetic Weapon attack rolls and their range is increased by the amount of feet indicated by your Kinetic Speed in The Kinetic Table.
- Upon hit, you can either roll the weapons damage or the damage indicated by your Kinetic Die in The Kinetic Table. Your Kinetic Die increases as you gain levels in this class.
- After making an attack with a Kinetic Weapon as an action on your turn, you can make a single Kinetic Weapon attack as a bonus action.
- You can recall any Kinetic Weapons you have thrown that haven't been destroyed, worn, or wielded within 30 feet of you as a bonus action.
Kinetic Defense
Also at 1st level, you can use Intelligence, in place of Dexterity, when calculating your Armor Class while unarmored or wearing light or medium armor.
Forced Movement
Starting at 2nd level, you can use an action to force a creature of your size or smaller within 60 feet to move. The target must make a Strength Saving Throw or be moved a number of feet indicated by the Kinetic Speed in The Kinetic Table in a direction of your choice. You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses after a short or long rest.
You can also move items of your size and smaller as well, so long as its weight isn't higher than your total carrying capacity. Moving objects with this feature doesn't expend a charge of the feature.
- Save DC = 8 + your PB + your Intelligence Modifier
Kinetic Focus
Starting at 3rd level, you choose your Kinetic Focus, a specialization of your telekinetic craft. You gain additional features at 3rd level, as well as 7th, 10th, and 17th level.
Extra Attack
Starting at 5th level, you can attack twice, not just once, when you take the Attack action on your turn.
Bolstered Kinesis
Starting at 6th level, your Kinetic Weapon attacks count as magical for the purposes of overcoming resistances and immunities. Addtionally, whenever you take damage, you can use your reaction to transmute your next Kinetic Weapon attack's damage type to the type you received.
Tactical Retreat
Starting at 9th level, whenever you take damage from a melee attack, you can use your reaction to move up to your Kinetic Speed in any direction without triggering Opportunity Attacks. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses after a Long Rest.
Evasion
Starting at 11th level, 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.
Strengthened Force
Starting at 13th level, you can now use the Forced Movement Feature on creatures and objects up to one size larger than you or smaller. Additionally, if you move a target with this feature against a wall or similar flat vertical surface, they are grappled against the wall and can attempt to break free using their action on their turn.
Grounded
Starting at 14th level, you cannot be moved against your will, unless you allow yourself to be. Additionally, you have Advantage on Saving Throws against being Restrained or knocked Prone.
Kinetic Flight
Starting at 15th level, when you use your Tactical Retreat Feature, you instead gain a Flying speed equal to your Kinetic Speed for the duration of the movement.
Impenetrable Mind
Starting at 18th level, your mind is impervious to intrusions by magical and non-magical means, unless you allow yourself it be. Additionally, you are immune to psychic damage.
Ascended Kinesis
At 20th level, your mind is an endless vortex of power and possibility. Your Kinetic Weapon attacks now overcome all resistances and immunities. Additionally, your Intelligence increases by 2, and its maximum becomes 22.
Kinetic Focuses
At 3rd level, you must pick a Kinetic Focus, which specializes your telekinetic craft. The options are the following:
Arcanus
The study of the arcane came easy to you, being so naturally gifted in it. Although spells and other magics interest you little, there can be much to learn and apply to your brilliant craft.
Magical Wellspring
When you choose this Kinetic Focus at 3rd level, you gain access to Spellcasting.
Spell Slots:
The Arcanus Kinetic table shows how many spell slots you have to cast your Kinetic 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.
Spells Known:
You know three 1st level spells from the Kinetic Spell List. The table below shows when you learn more spells, which must be from the Kinetic Spell List (Appendix B).
Spellcasting Ability:
Intelligence is your spellcasting ability.
- Spell save DC = 8 + PB + your Intelligence Modifier
- Spell Attack Modifier = PB + your Intelligence Modifier
Spell Warrior
Starting at 7th level, when you cast a spell of 1st level or higher that has a Casting Time of 1 Action, you can make a Kinetic Weapon attack as a bonus action.
Spell Breaker
Starting at 10th level, when you are subjected to a spell that has an area of effect, you can use your reaction to expend a spell slot to grant yourself and all allies within the area of effect a bonus to the necessary Saving Throw equal to one roll of your Kinetic Die.
Expert Concentration
Starting at 17th level, while Concentrating on a spell, you have Advantage on Saving Throws to maintain Concentration. You can also cast a Concentration spell while Concentrating on a different spell. When cast this way, the second spell's duration is 1 round.
Kinetic Spells Per Level
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 3 | 3 | 3 | 2 | - | - | - |
|---|---|---|---|---|---|---|
| 4 | 3 | 4 | 3 | - | - | - | 5 | 3 | 4 | 3 | - | - | - |
| 6 | 3 | 4 | 3 | - | - | - | 7 | 3 | 5 | 4 | 2 | - | - |
| 8 | 3 | 6 | 4 | 2 | - | - | 9 | 3 | 6 | 4 | 2 | - | - |
| 10 | 4 | 7 | 4 | 3 | - | - | 11 | 4 | 8 | 4 | 3 | - | - |
| 12 | 4 | 8 | 4 | 3 | - | - | 13 | 4 | 9 | 4 | 3 | 2 | - |
| 14 | 4 | 10 | 4 | 3 | 2 | - | 15 | 4 | 10 | 4 | 3 | 2 | - |
| 16 | 4 | 11 | 4 | 3 | 3 | - | 17 | 4 | 11 | 4 | 3 | 3 | - |
| 18 | 4 | 11 | 4 | 3 | 3 | - | 19 | 4 | 12 | 4 | 3 | 3 | 1 |
| 20 | 4 | 13 | 4 | 3 | 3 | 1 |
Corpus
The body a useful tool for everyday life, but it is so fragile. One small injury in the wrong place is certain death. You've studied the anatomy of all creatures in the multiverse, and you know what makes them hurt.
Kinetic Grasps
Starting at 3th level, as an action, you can tightly grip a target within 60 feet of you. The target must make a Constitution Saving Throw. On a failed save, the target takes Bludgeoning damage equal to you Kinetic Die and you get to choose from the following effects:
- Asphyxiate: You target your opponents throat, cutting off their air flow. As long as you maintain Concentration, the target takes Bludgeoning damage equal to you Kinetic Die at the start of each of its turns. The target is unaffected by this is it doesn't need to breath.
- Cripple: You target your opponents legs, slowing them down. The target is knocked prone. As long as you maintain Concentration, the targets speed is halved.
- Disarm: You target your opponents weapon arm, making it difficult for them to attack. The target has Disadvantage on their first attack on each of their turns for as long as you maintain Concentration. If the target lets go of their weapon, the effect ends.
- Bane: You target your opponents head, breaking their Concentration. The target loses Concentration on their current spell. You can also use you reaction to give them Disadvantage on a single Wisdom Saving Throw against them. This breaks your own concentration on this feature.
You can use this feature a number of times equal to your Proficiency Bonus and regain all uses at the end of a short or long rest.
- Save DC = 8 + your PB + your Intelligence Modifier
Pack Mule
Starting at 7th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Minor Telekinesis
Starting at 10th level, you can cast the Telekinesis spell without needing to provide the Verbal and Material Components. After you cast it this way, you regain the ability to cast it again after completing a Short Rest.
Deadly Force
Starting at 17th level, you can lift creatures and objects of Gargantuan size or smaller with Forced Movement (but only horizontally). Additionally, creatures and objects of your size or smaller automatically fail their saving throws against Forced Movement.
Sensus
The mind can be powerful when forged in the fires of desire and hammered at the anvil of knowledge. You have expanded your mind to allow yourself comprehension beyond normal capacity.
Fully Alert
When you choose this Kinetic Focus at 3rd level, you gain a +5 bonus to your Passive Perception. Additionally, you cannot be surprised.
Telepathic
Also at 3rd level, you can speak telepathically with creatures within 60 feet of you. They do not need to speak the same language to communicate this way and you can communicate simple thoughts with creatures who do not speak a language.
Mental Intruder
Starting at 7th level, you have a limited well of arcane energy at your disposal. Your well of energy has a number of charges equal to your Intelligence Modifier. You also learn the Calm Emotions, Detect Thoughts, and Borrowed Knowledge spells. These count as Kinetic Spells for you and are always prepared. Intelligence is your casting ability for these spells. You can cast each of these spells by expending a charge from your energy well. Your energy well refills at the end of a long rest.
Protection From the Unknown
Starting at 10th level, you gain proficiency in Wisdom Saving Throws. Additionally, you can cast Commune once per long rest without any of the necessary components, as you reach out into the multiverse for answers.
Mastery of the Mind
Starting at 17th level, you are immune to being charmed or frightened by magical means. Additionally, you gain True Sight up to 60 feet from you.
Appendix A:
Improvised Weapon Rules:
RAW:
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
- Source: https://roll20.net/compendium/dnd5e/Weapons#content
Appendix B:
Kinetic Spell List
Spells marked with a (*) are spells from Sif's Cabinet of Wonders Spell Compendium. They are listed and explained below.
Cantrips (0 Level)
- Blade Ward
- Control Flames
- Kinetic Bolt*
- Magic Stone
- Resistance
- Shape Water
- Shillelagh
- Sif' Silver Scepter*
- Thaumaturgy
1st Level
- Absorb Elements
- Catapult
- Expeditious Retreat
- Feather Fall
- Jump
- Longstrider
- Mage Armor
- Magnify Gravity
- Shield
- Zephyr Strike
2nd Level
- Aid
- Arcane Lock
- Barkskin
- Darkvision
- Earth Bind
- Enhance Ability
- Enlarge/Reduce
- Heat MEtal
- Immovable Object
- Kinetic Jaunt
- Knock
- Lesser Restoration
- Levitate
- Magic Weapon
- Pass Without Trace
- Skywrite
- Spider Climb
3rd Level
- Blink
- Counterspell
- Dispel Magic
- Elemental Weapon
- Erupting Earth
- Fly
- Glyph of Warding
- Haste
- Intellect Fortress
- Magic Circle
- Meld Into Stone
- Nondetection
- Protection From Energy
- Slow
- Water Breathing
- Water Walk
4th Level
- Banishment
- Control Water
- Death Ward
- Elemental Bane
- Fabricate
- Freedom of Movement
- Gate Seal
- Polymorph
- Private Sanctum
- Stone Shape
- Stone Skin
Kinetic Bolt
Transmutation Cantrip
- Spell Lists: Arcanus Kinetic
- Casting Time: 1 Action
- Range: 90 feet
- Components: S
- Duration: Instantaneous
You hurl a magical bolt as a target within range. Make a ranged spell attack against the target. On a hit, the target takes Force damage equal to your Kinetic Die.
At Higher Levels. The spell creates more than one dart when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones. Make a separate attack roll for each dart.
Sif's Silver Scepter
Transmutation Cantrip
- Spell Lists: Artificer, Bard, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a small silver rod)
- Duration: 1 minute
You clutch the silver rod used in the spell's casting to summon a one-handed, simple melee weapon of your choice. For the duration, you can use your spellcasting ability for the attack and damage rolls with this weapon. The weapon deals Bludgeoning damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the weapon's damage increases to 1d4 + your spellcasting ability modifier. The damage die increases to 1d6 at 11th level, and to 1d8 at 17th level.