Base Class: Fighter
Those who chose this archetype form a deep and lifelong bond with a kinsect, a powerful yet tiny creature. Kinsect fighters draw their power from the essence of their enemies that their kinsect siphons, allowing them to empower themselves in ways most fighters can't. Relying on their bond to strengthen themselves, kinsect fighters will often be seen spending time with their spirit kinsect, deepening their bond whenever possible.
Kinsect Companion
Upon choosing this archetype at 3rd level, you acquire the companionship of a kinsect. The kinsect fights alongside you and takes on the appearance of any tiny or smaller creature. The Kinsect can take on a spiritual form if you so choose, but can never die or be harmed in any way. Additionally you gain proficiency in the nature skill.
Whenever you take the attack action, you may replace one of your attacks with a command to your kinsect to strike a creature within 30 feet of you. The kinsect flies out and attacks the target. Make an attack roll using your wisdom modifier, but with expertise instead of proficiency, dealing 1d6 piercing damage to them and extracting some of their essence before flying back to you. At 7th level the damage dealt by your kinsect increases to 3d6, and at 15th level increases to 5d6.
Essence Infusion
At 3rd level you learn how to use the siphoned essence to empower your own abilities. Whenever your kinsect siphons essence, you may channel that power into one of the following Esssence Infusions which last for one minute.
Harden - The essence is absorbed to increase your defense. You gain a +1 to your Armor class. This increases to +2 at 10th level.
Hasten - The essence is absorbed to increase your speed. Your movement speed is increased by 10 ft. This increases to 20 ft. at 10th level.
Power - The essence is absorbed to empower your strikes. Your weapon attacks deal an additional 1d6 damage. This increases to 2d6 at 10th level.
Resolve - The essence is absorbed to empower your resolve. You gain a +1 to saving throws. This increases to +2 at 10th level.
Skilled - The essence is absorbed to increase your overall skill. You gain a +2 to skill checks. This increases to +4 at 10th level.
Precision - The essence is absorbed to increase your precision. You gain a +1 to your weapon attack rolls. This increases to +2 at 10th level.
Agility - The essence is absorbed into your legs to increase your agility. Your long jump and high jump without a running start are increased by 10 ft. This increases to 20ft. at 10th level.
You can have a maximum number of infusions active at a time equal to half your proficiency bonus. If you gain another infusion while at your maximum, the oldest is replaced.
Essence Overflow
Upon reaching 7th level the constant flow of essence of infusions from your kinsect has altered your body to make you stronger. Your long jump is now up to 25 feet and your high jump is up to 15 feet, with or without a running start. Your body has become hardened and graced by the infusions, allowing you to reduce any fall damage you take by an amount equal to your fighter level.
Additionally you kinsect's damage counts as magical for the purpose of overcoming resistances and immunities.
Kinsect Evolution
At 10th level your kinsect has extracted enough essence to evolve itself, growing further in strength along with you. Your kinsect gains one of the following options. You may choose an additional option at 15th level, and then again at 18th level.
Armored - The first time on a turn that your kinsect strikes a creature, the creature must succeed on a strength saving throw or be knocked prone. (DC equals 10 + proficiency bonus + strength modifier)
Horned - Your kinsect has evolved to become more deadly. The damage dice of you kinsect attack now increases to d10's.
Swift - The range your kinsect can attack at is now increased to 60 feet. Additionally at the start of combat, you may command your kinsect to strike at an enemy before anyone takes their turn.
Aerial Ace
At 15th level you have learnt to fight like your kinsect, striking out at your enemies. Once per turn when attacking directly after performing a long or high jump, you may add your fighter level to the damage roll. If you land this attack, you may stay suspended in the air for one additional turn, stacking with concurrent attacks.
Essence Rush
At 18th level your body has adapted to the essence given to you by your kinsect, and has learnt to deal with a rush of essence for a short amount of time. While you have at least one infusion active, you may use a bonus action to amplify the essence, doubling the benefits of all current active infusions you have. Once you use this ability you cannot do so again until you finish a long rest. Once this rush ends, you gain 2 levels of exhaustion.
Additionally you learn to better conceal yourself among nature. You may cast the spell pass without trace without any somatic or material components an amount of times per day equal to half your proficiency bonus rounded up.
Comments