Base Class: Rogue
"Among the different roguish archetypes I've studied and had the pleasure of being able to interact with, the Kinetic Rogue is one of the most interesting, and dangerous I've run across. Oh, Assassins are deadly and dangerous as well, truly any rogue is dangerous in the right situation, but Kinetic Rogues are dangerous and deadly in all situations. Their ability to manipulate Kinetic energy is honestly downright nightmare-inducing. I have witnessed a man turn an entire deck of cards into ranged bombs of energy, watched as a little halfling woman created a shield to deflect blows, and even witnessed the pinnacle of their power; the ability to fling items at an enemy and utterly obliterate them. While traveling and studying these interesting folks I find myself disagreeing with the idea that these rogues are offshoots of Soul Knives. Whether Soul Knives are ever truly without a weapon I'm unsure, but a Kinetic Rogue can pick a pebble up off the ground and wreak utter havoc with said pebble.
And honestly, I'm more terrified of the fact that I could be killed with a pebble than a psychic blade."
- An excerpt from the personal journal of Doctor Nemeria Blackforest, Half-Celestial Warmage, and Anthropologist
Weapon for Every Occasion
At 3rd level when you take this Roguish Archetype you gain proficiency with Improvised Weapons, and the damage die for them increases to 1d6 plus your Dexterity Modifier. This damage die further increases to 1d8 at 9th level, to 1d10 at 15th level, and finally to 1d12 at 18th level.
Kinetic Burst
At 3rd level when you take this subclass, you have learned to manipulate potential energy and transform it into kinetic energy, dealing additional force damage to a target. When you hit an enemy with an improvised weapon, you can cause the item to flare with a violent energy, dealing an additional 2d4 force damage. This damage increases by 1d4 at 6th, 9th, 12th, 15th, and 18th for a max of 7d4. You can use this ability a number of times equal to your proficiency bonus.
Kinetic Shield
At 9th level you have learned to minimize damage by manipulating the potential energy in the air around you into a physical shield of kinetic energy. As a Reaction to being hit with an attack you can see, you can cause a shimmering field of energy to appear between yourself and the incoming attack. Roll 1d8 plus your Dexterity Modifier, you reduce the damage by the amount rolled. This die increases to a d10 at 15th level and a d12 at 19th level.
Kinetic Reprisal
At 13th level, your Kinetic Shield now reflects the damage it absorbs. If an enemy is within 5ft of you when you use your Kinetic Shield feature, the enemy takes force damage equal to the amount reduced by Kinetic Shield. If there is more than one enemy within 5ft of you, you must choose one to deal the damage to.
Kinetic Barrage
At 17th level your mastery of potential and kinetic energy has manifested in brief moments of telekinetic ability, allowing you to move nearby objects without touching them. As an action choose up to 3 tiny or small objects within 10ft of you and make an improvised weapon attack. On a hit, they do the damage from your normal improvised weapon attack, plus the damage from your Kinetic Burst without the need to expend a use of it. This ability is only useable twice per long rest.
Previous Versions
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3/9/2023 2:42:46 AM
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