Base Class: Artificer
Hyper Kinetic artificers specialize in mobility. They build elaborately geared, treaded and wheeled machines, allowing them to move quickly across the battle field and transfer speed into devastating blows.
Tool Proficiency
3rd-level Hyper Kinetic feature
You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Hyper Kinetic Spells
3rd-level Hyper Kinetic feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Hyper Kinetic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Hyper Kinetic Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Gift of Alacrity, Zephyr Strike |
|
5th |
Misty Step, Shatter |
|
9th |
Thunder Step, Phantom Steed |
|
13th |
Polymorph, Dimension Door |
|
17th |
Steel Wind Strike, Far Step |
Charged Attacks
3rd-level Hyper Kinetic feature
Beginning at level 3, your tinkering has allowed you to harness speed into power.
As a one hour ritual, you may touch one melee weapon you are proficient with, attaching magitech devices of your design which enhance the weapon, allowing attacks with that weapon to draw upon your movement and deliver greater damage.
Once per turn when you make a melee attack with that weapon, you may add extra damage to that attack equal to 1d6 force damage for every 15 feet you traveled on that turn. The number of additional damage die may not exceed twice your proficiency modifier.
Spring Loaded Spells
3rd-level Hyper Kinetic feature
You attach magitech devices to your spell casting focus, allowing you to unlock additional power from spell use.
When you cast a spell of 1st level or higher, you may disengage and move up to 15ft as part of that spellcasting.
Frenetic Specialization
5th-level Hyper Kinetic feature
The Hyper Kinetics have splintered into two opposing camps. You may choose a specialty, (either Momentum or Potential Energy) which will provide you with benefits listed below.
Momentum
Each time you end a turn in combat with zero movement speed, you gain a 10 feet bonus to movement speed which lasts until you do not use all your movement speed in a turn.
Potential Energy
Whenever you end a turn in combat, add any remaining movement speed to your following turn.
Rapid Attacks
5th-level Hyper Kinetic feature
As your speed increases, so does the rapidity of your blows.
When you move at least 15ft on your turn and take the attack action, you may attack twice instead of once. The number of attacks increases to three when you reach 11th level in this class.
Quick Footed
9th-level Hyper Kinetic feature
Powerful Hyper Kinetics attach bionic limb enhancers to their joints, wheels to their feet, or thrusters to their backs, allowing them to move quicker.
You gain a number of benefits which represent your increased nimbleness:
- You gain 10 feet of movement speed.
- You have advantage on any saving throw to resist an effect that would reduce or set your speed to zero.
- You have advantage on dexterity saving throws.
- As a reaction, you may choose to reduce incoming damage by a number of d6 equal to your proficiency modifier. After doing so, set your speed to zero the following turn.
Breaking the Sound Barrier
15th-level Hyper Kinetic feature
You may ignore the limit on maximum allowed dice for your charged attacks feature.
Previous Versions
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