Base Class: Wizard
Of the many types of psionic spellcasters, the uniqueness of the Kineticist is their focus in the usage of potential and active energy. These psions see movement in the world around them at all times, and they know how to tap into the potential of energy to manipulate those flows of energy in unique and startling ways. Most of the purveyors of this branch of study are mistaken for Evokers or even War Mages, but their capability to move other things and people around them makes them unmistakably different in practical applications. The kineticist isn't simply a one-trick telekinetic, though, they are tactical manipulators of the battlefield, establishing positioning for their allies and denying positioning to their enemies while bombarding their foes with energetic damage spells. They also exhibit a greater might with telekinetic lifting and moving than anyone else may, and few can enhance the mobility of their allies in the ways a Kineticist can. At their most dangerous, they can bombard foes with cascades of different elemental damage, and telekinetically lift and move multiple targets in multiple directions with relative ease.
In Avalestra's second great age, the Diamond Dragon Dius began teaching a small, select group of potential psionicists in the halls of the Astranimus Academy of Wizardry, and due to his own proclivity for telekinetic power, the few Kineticists he has helped rear have been well--aided by his instruction and capability. Only a precious few of these individuals have been set loose from the Academy so far, and all lend their services to Empyrean Prime, some through battlefield magical training and some through more utilitarian ends like helping rebuild the crumbling regions of the great city with their amazing powers, which easily saves the efforts of a small labor team compared to their singular capability.
Psionic Power
2nd-level Kineticist feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Kinetic Mobility. When you or another creature you can see within 30 feet of you makes a melee attack roll, you can use your reaction to expend one Psionic Energy die and that creature does not provoke opportunity attacks until the end of the turn.
Psionic Cantrip. You can imbue your cantrips with psionic power. Once on each of your turns, immediately after you deal damage to one target of one of your cantrips, you may expend a Psionic Energy die and roll it, adding that much damage + your Intelligence bonus in a type that cantrip deals to the total damage.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Kinesis Adept
6th-level Kineticist feature
At 6th level, you learn how to change energy in motion into different types, how to lift objects upward with your thoughts, and how to use your telekinesis to make yourself fly. You have mastered new ways to use your telekinetic abilities, detailed below.
Energy Substitution. As a bonus action you can choose cold, fire, lightning, psychic, thunder, or radiant damage, and the next spell you cast will have the chosen energy type instead of its normal damage type. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Levitate. As an action, you can cast the Levitate spell without expending a spell slot. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Flight. As an action, you can cast the Fly spell on yourself without expending a spell slot. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Kinetic Field
10th-level Kineticist feature
At 10th level, you learn how to establish fields of reactive telekinetic force which repel physically-based attacks and push back assailants, and you can cause all your allies or a large number of objects in the field to be moved rapidly at once. If you or a creature within 50 feet would be subject to damage from an attack that would deal bludgeoning, piercing, or slashing damage, you may use your reaction to grant that creature resistance to that damage until the beginning of their next turn, then you move that attacking creature up to 10 feet horizontally in a direction away from the damaged creature. You may use this ability a number of times equal to your proficiency bonus before you must finish a long rest to use it again.
Additionally, you may use an action and expend a Psionic Energy die and roll it, and you use your Telekinetic Movement option on a number of creatures or objects up to the number rolled on the Psionic Energy Die. All targets must be moved in the same direction for the same distance.
Telekinetic Masteries
14th-level Kineticist feature
You learn the secrets of telekinetically altering the energy of your spells to have an immediate "second burst" of damage of a different type. Whenever you cast a spell that would deal cold, fire, lightning, psychic, thunder or radiant damage, you may cause that spell to immediately deal half that much damage rounded down to all targets of that spell in a different energy type of your choice of one of those types mentioned above. For instance, if you cast a Fireball spell and deal 20 fire damage, you can immediately add 10 damage of your choice of cold, lightning, psychic, thunder, or radiant damage to all creatures in the spell's area. You can use this feature once before you must finish a long rest to use it again, or you may expend 2 Psionic Energy dice to use it again.
Additionally, you can take an action to cast the Telekinesis spell once without expending a spell slot. You may not take this action again until you finish a short or long rest or you expend a Psionic Energy die to take it again.
Lastly, whenever you make an Intelligence ability check for any purpose of the Telekinesis spell, you may add your proficiency bonus to that check, and your casting of the Telekinesis spell has "At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may include an additional creature or object as the target of this spell for each spell level above 5th, and you make ability checks for each target individually as needed."
Comments