Base Class: Sorcerer
Your innate magic comes from the raw and chaotic energy from the Outer Plan of Limbo. You become a conduit for this chaotic energy and can bend it to your will, enhancing your attacks and abilities. Although rare, those with this power are often restless wanderers, and typically have boundless amounts of energy. Sometimes these sorcerers push their bodies beyond natural limits and risk exhaustion.
Kinetic Leap
You learn the Jump spell and it does not count against your list of prepared spells. As bonus action cast Jump once per short rest without using a spell slot. In addition you become resistant to force damage.
Kinetic Charge
Touch. Instant. As a Bonus Action, charge an item/object with kinetic energy using Sorcery-Points. 1 Sorcery-Point is equal to [roll]1d6[/roll] Force Damage. Charged item will trigger and discharge violently if used to make an attack, if not it will discharge violently at the start of your next turn. Damage will carry over to the charged item as well.
Kinetic Wave
As an Action, Spend 1 Sorcery-Point. You unleash a torrent of kinetic force to all enemies in range of a 15-foot-radius sphere centered on you. Each creature makes a Strength saving throw. On a failed save they take [roll]1d10[/roll] force damage, are pushed back 5 feet, and knocked prone. On a successful save, they take half damage and are not knocked prone. Add 1d10 to damage, and 5 feet to push per Sorcery-Point spent.
Kinetic Weapon
Spend 1 hour attuning to a melee weapon you are proficient with. The weapon becomes magical if it is not already and gains 3 kinetic charges. As part of a melee attack with this weapon, channel a kinetic charge of [roll]1d12[/roll] force damage into your target once per-round, in addition to its normal damage. The charges reset on a short rest. Add 1d12 at level 18.
Kinetic Shield
You learn the Shield spell and it does not count against your list of prepared spells. As a Reaction, you may cast Shield without using a spell slot once per short rest. Attacks against the shield generate [roll]1d4[/roll] temporary Sorcery-Points. These temporary points are lost after combat and cannot exceed level maximum. Add 1d4 at level 16 and at level 20. In addition you become immune to force damage, and upon expending all Sorcery-Points you suffer 1 level of Exhaustion.
Kinetic Body
As an Action, Spend 3 Sorcery-Points to accelerate your physical form. For 1 minute you may cast Haste without using a spell slot. In addition you regain [roll]1d4[/roll] hit points per current number of Sorcery-Points. After the spell ends make a Con saving throw where the DC is the number of current Sorcery-Points. On a save the spell ends with no negative effects. On a fail suffer 2 levels of Exhaustion until the end of your next turn.
Kinetic Soul
Spend 6 Sorcery-Points. For 1 minute, your body is saturated with energy and you gain the following benefits: resistance to non-magical damage, attacks to you recharge [roll]1d4[/roll] Sorcery-Points but cannot exceed maximum, can cast Fly without using a spell slot, and gain hit points equal to your Charisma Modifier times your Sorcerer Level, up to your max hit points. In addition; you can now choose the type of damage for your kinetic charges from the following: acid, cold, fire, lightning, thunder, or force. After the spell ends make a Con saving throw where the DC is the number of current Sorcery-Points. On a save the spell ends with no negative effects. On a fail suffer 3 levels of Exhaustion until the end of your next turn. Kinetic Soul can be re-cast a second time, but the Con save DC increases to Sorcery-Point maximum.
Previous Versions
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6/26/2023 7:24:20 AM
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Coming Soon
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