Rogue
Base Class: Rogue

Kineticist Features

Rogue Level Feature
3 Elemental Focus, Kinetic Blast, Burn, Gather Power, Wild Talents, Infusions
9 Elemental Defense, Elemental Overflow, Expanded Element
13 Greater Wild Talent, Expanded Defense, Metakinesis, Internal Buffer, Infusion Specialization
17 Composite Blast, Supercharge, Greater Infusion, Improved Infusion Specialization

Level 3: Elemental Focus

You choose one element as your primary element:

  • Aether
  • Air
  • Earth
  • Fire
  • Water

Your choice determines the damage type of your Kinetic Blast, the Wild Talents available to you, and your Elemental Defense.

You gain the basic manipulation associated with your element.

Aether

Your power manifests as invisible force and psychic energy.

Blast Damage: Force

You gain proficiency in Arcana if you don't already have it.

You can manipulate unattended objects weighing up to 10 pounds within 30 feet as a free action, moving them up to 10 feet.

Air

Your power manifests as wind, pressure, and lightning.

Blast Damage: Lightning

Your Speed increases by 15 feet.

You can reduce falling damage you take by an amount equal to five times your Rogue level.

Earth

Your power manifests as stone, metal, crystal, and crushing force.

Blast Damage: Bludgeoning

You gain proficiency in Athletics if you don't already have it.

You have Advantage on ability checks and saving throws made to resist being pushed, knocked Prone, or moved against your will.

Fire

Your power manifests as flame and intense heat.

Blast Damage: Fire

You gain proficiency in Intimidation if you don't already have it.

As a free action, you can ignite or extinguish a Tiny unattended flammable object within 30 feet.

Water

Your power manifests as water, ice, and freezing mist.

Blast Damage: Cold

You gain proficiency in Survival if you don't already have it.

You gain a Swim Speed equal to your Speed.


Kinetic Blast

At 3rd level, you learn to unleash elemental energy.

As an Action, you can make a ranged attack against one creature or object you can see within 60 feet.

You must have at least one hand free to use the blast.

You are proficient with this attack and use your Dexterity modifier for the attack and damage rolls.

On a hit, the target takes the damage shown in the Kinetic Blast table.

Rogue Level Damage
3 4d4 + Dexterity modifier
5 6d4 + Dexterity modifier
11 8d4 + Dexterity modifier
17 12d4 + Dexterity modifier

The damage is the type associated with your Elemental Focus.

Kinetic Blast counts as a weapon attack for feats and skills.

Sneak Attack

You can apply Sneak Attack to a Kinetic Blast when you meet the normal requirements for Sneak Attack.

You can apply Sneak Attack to only one creature per turn, regardless of how many Kinetic Blast attacks you make.


Burn

Your elemental power strains your body.

You have a number of Burn Points equal to your Proficiency Bonus + your Constitution modifier, minimum 1.

You regain all expended Burn Points when you finish a Long Rest.

Some Kineticist abilities require you to expend Burn Points.

Whenever you expend Burn, you take 2 damage for every 5 Rogue levels you possess, rounded up, per Burn Point expended.

This damage:

  • ignores Resistance and Immunity;
  • can't be reduced;
  • can't be prevented;
  • ignores Temporary Hit Points;
  • doesn't trigger Concentration checks;
  • isn't damage caused by an attack.

At Rogue level 3, you can expend only 2 Burn Point per turn.

At Rogue level 9, you can expend up to 3 Burn Points per turn.

At Rogue level 13, you can expend up to 4 Burn Points per turn.

At Rogue level 17, you can expend up to 5 Burn Points per turn.

You can never expend more Burn Points than you have remaining.


Gather Power

At 3rd level, you learn to gather elemental energy before unleashing it.

As a Bonus Action, you can Gather Power.

The next Kinetic Blast you use before the end of the turn costs 1 fewer Burn Point.

Alternatively, you can spend your Action gathering power.

If you do, the next Kinetic Blast you use before the end of your next turn costs 2 fewer Burn Points.

The Burn cost can't be reduced below 0.

Gathering Power creates a loud and obvious elemental display.


Wild Talents

At 3rd level, you learn two Wild Talents.

You learn another Wild Talent at 9th, 13th, and 17th level.

Whenever you gain a Rogue level, you can replace one Wild Talent you know with another Wild Talent for which you qualify.

Wild Talents are supernatural abilities rather than spells.

Unless a Wild Talent says otherwise, using one doesn't require spell components.

Your Kineticist Save DC equals:

8 + your Proficiency Bonus + your Constitution modifier


Universal Wild Talents

Skilled Kineticist

You gain proficiency in one skill or tool of your choice.

If you already have proficiency, you gain Expertise instead.


Elemental Whispers

You manifest a Tiny elemental companion.

Choose Air, Earth, Fire, or Water.

The companion is visible and can communicate telepathically with you while within 100 feet.

You gain Advantage on Wisdom (Perception) checks while it is within 100 feet of you.


Telekinetic Finesse

You can manipulate unattended objects weighing up to 20 pounds within 30 feet.

As a Bonus Action, you can move such an object up to 60 feet.

You can use this ability to perform simple tasks such as opening doors, pulling levers, drawing objects, or retrieving items.


Kinetic Cover

As a Bonus Action, you create a slab of elemental matter in an unoccupied space within 30 feet.

It provides Half Cover.

The cover lasts until the start of your next turn.

Burn: 1 to make it last for 1 minute.


Ride the Blast

Prerequisite: Rogue level 13

When your Kinetic Blast hits a creature, you can teleport to an unoccupied space within 5 feet of the target.

Burn: 1.


Elemental Wild Talents

Air Cushion

Air

You take no damage from the first 60 feet of any fall.

You also have Advantage on saving throws against effects that would move you against your will.


Air's Leap

Air

Your jump distance is doubled.

You can expend 1 Burn Point to quadruple your jump distance for one jump.


Earth Walk

Earth

Nonmagical Difficult Terrain composed of earth, stone, sand, mud, or rubble doesn't cost you additional movement.


Earth Climb

Earth

You gain a Climb Speed equal to your Speed when climbing stone, earth, or similar surfaces.


Fire Sculptor

Fire

As an Action, you can manipulate a nonmagical flame within 30 feet.

You can extinguish it, move it up to 15 feet, or reshape it.


Flame Jet

Fire

As a Bonus Action, move up to 30 feet without provoking Opportunity Attacks.

You must end the movement on a solid surface.

Burn: 1 to gain a Fly Speed equal to your Speed until the end of the turn.


Ice Path

Water

As an Action, create a 30-foot-long, 5-foot-wide path of ice.

The path lasts for 10 minutes and is Difficult Terrain for creatures other than you.


Eyes of Aether

Aether

You gain Darkvision out to 120 feet.

If you already have Darkvision, its range increases by 60 feet.


Celerity

Air

As a Bonus Action, choose yourself or a creature within 30 feet.

Until the end of its next turn, its Speed is doubled and it doesn't provoke Opportunity Attacks.

Burn: 1 to maintain the effect for 1 minute.


Infusions

At 3rd level, you learn two Infusions.

You learn another Infusion at 9th, 13th, and 17th level.

Infusions modify Kinetic Blast.

There are two categories:

  • Form Infusions change how the blast is delivered.
  • Substance Infusions add an additional effect.

When you use Kinetic Blast, you can apply one Form Infusion and one Substance Infusion.

Each Infusion has a Burn cost.


Form Infusions

Kinetic Blade

Burn: 1

Your Kinetic Blast becomes a blade of elemental energy.

Make a melee attack instead of a ranged attack.

The blade has a reach of 5 feet and deals your normal Kinetic Blast damage.

You use Dexterity for the attack and damage rolls.

You can apply Sneak Attack normally.

You can apply any feats that apply to melee weapon attacks.


Extended Range

Burn: 1

Your Kinetic Blast's range becomes 120 feet.


Extreme Range

Prerequisite: Extended Range

Burn: 2

Your Kinetic Blast's range becomes 480 feet.


Kinetic Whip

Prerequisite: Kinetic Blade

Burn: 2

Your Kinetic Blade has a reach of 15 feet.

When you hit a creature, you can move it 5 feet toward or away from you.


Flurry of Blasts

Prerequisite: Rogue level 9

Burn: 2

You make two Kinetic Blast attacks instead of one.

The attacks can target the same creature or different creatures.

You can apply Sneak Attack on both of these attacks.


Wall

Prerequisite: Rogue level 17

Burn: 3

You create a wall of elemental energy.

The wall can be up to 60 feet long, 10 feet high, and 1 foot thick.

It provides Three-Quarters Cover and lasts for 1 minute.

The wall is Difficult Terrain.

A creature that enters the wall for the first time on a turn or starts its turn there takes your Kinetic Blast damage.

You can dismiss the wall as a free action.


Substance Infusions

Pushing Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must succeed on a Strength saving throw.

On a failure, you push it 15 feet away from you.


Pulling Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must succeed on a Strength saving throw.

On a failure, you pull it 15 feet toward you.


Draining Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, you regain 1 expended Burn Point.

You can regain only 1 Burn Point per turn this way.


Entangling Infusion

Prerequisite: Earth or Water

Burn: 2

When your blast damages a creature, it must make a Dexterity saving throw.

On a failure, it has the Restrained condition until the end of your next turn.


Bowling Infusion

Prerequisite: Earth or Aether

Burn: 2

When your blast damages a Large or smaller creature, it must make a Strength saving throw.

On a failure, it has the Prone condition.


Burning Infusion

Prerequisite: Fire

Burn: 1

When your Fire Kinetic Blast damages a creature, it must make a Dexterity saving throw.

On a failure, it catches fire.

At the start of each of its turns, it takes 1d6 Fire damage.

The creature can use an Action to extinguish the flames.


Chilling Infusion

Prerequisite: Water

Burn: 2

When your Cold Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, its Speed becomes 0 until the start of your next turn.


Thundering Infusion

Prerequisite: Air

Burn: 2

When your Lightning Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, it is Deafened until the end of your next turn and is pushed 10 feet away from you.


Grappling Infusion

Prerequisite: Rogue level 13

Burn: 3

When your Kinetic Blast damages a Large or smaller creature, it must succeed on a Strength saving throw.

On a failure, it is Grappled by elemental energy until the end of your next turn.


Penetrating Infusion

Prerequisite: Rogue level 13

Burn: 3

Your Kinetic Blast ignores Resistance to its damage type.

It doesn't ignore Immunity.


Level 9: Elemental Defense

At 9th level, you gain the Elemental Defense associated with your primary element.

Aether — Force Ward

When you take damage from an attack, use your Reaction to reduce the damage by:

1d10 + your Constitution modifier + your Proficiency Bonus.

If the damage is reduced to 0, you can move 10 feet without provoking Opportunity Attacks.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.


Air — Enveloping Winds

You gain:

  • Advantage on Dexterity saving throws against effects you can see;
  • Advantage on checks made to escape a Grapple;
  • a +10-foot bonus to your Speed.

When a creature enters a space within 5 feet of you, you can use your Reaction to push it 10 feet away.


Earth — Flesh of Stone

You gain Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

You have Advantage on Constitution saving throws made to maintain Concentration.


Fire — Shroud of Flames

When a creature within 5 feet hits you with an attack, you can use your Reaction to deal 1d8 + your Constitution modifier Fire damage to it.

You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.

You shed bright light in a 10-foot radius and dim light for another 10 feet.

You can suppress or restore the light as a Bonus Action.


Water — Shroud of Water

You gain Resistance to Cold damage.

You have Advantage on ability checks and saving throws made to escape a Grapple or Restraint.

When a creature misses you with a melee attack, you can move 5 feet without provoking Opportunity Attacks.


Elemental Overflow

Also at 9th level, your body becomes saturated with elemental power.

When you have expended at least half your maximum Burn Points, rounded up:

  • you gain a +1 bonus to Kinetic Blast attack rolls;
  • your Kinetic Blast deals extra damage equal to your Constitution modifier;
  • your body visibly manifests your chosen element.

The bonus to attack rolls increases to +2 at Rogue level 13 and +3 at Rogue level 17.

You can suppress the visual manifestation as a Bonus Action.


Expanded Element

At 9th level, choose a second element.

You gain that element's:

  • Kinetic Blast damage type;
  • basic elemental benefits;
  • Wild Talents.

You can use either of your elements whenever you use Kinetic Blast.

However, your second element is less developed.

For the purpose of qualifying for Wild Talents from your second element, treat your Rogue level as 4 lower.


Level 13: Expanded Defense

You learn the Elemental Defense of your second element.

You can also select Expanded Defense as a Wild Talent again if you later gain another element.


Metakinesis

At 13th level, you learn to increase the power of your Kinetic Blast.

Empower

Burn: 1

When you roll damage for Kinetic Blast, roll the damage dice twice and use either result.

Maximize

Burn: 3

Treat all Kinetic Blast damage dice as though they rolled their maximum value.

Quicken

Burn: 3

You can use Kinetic Blast as a Bonus Action instead of an Action.

You can't use Kinetic Blast more than once on the same turn when using Quicken.

You can use only one type of Metakinesis on a Kinetic Blast unless another feature allows otherwise.


Internal Buffer

Also at 13th level, you can store elemental energy inside yourself.

You gain an Internal Buffer containing up to 2 charges.

As a Bonus Action, you can expend 1 Burn Point to store 1 charge in your buffer.

When you would expend a Burn Point, you can spend one charge from your buffer instead.

You can't spend more than one buffer charge on the same feature.

Your buffer can contain up to 3 charges at Rogue level 17.

Your buffer empties when you finish a Long Rest.


Infusion Specialization

At 13th level, whenever you use one or more Infusions with Kinetic Blast, reduce their combined Burn cost by 1.

At 17th level, reduce their combined Burn cost by 2.

This can't reduce the Infusion cost below 0.


Level 17: Composite Blast

Your mastery of multiple elements allows you to combine them.

When you use Kinetic Blast, you can choose either of your elemental damage types.

Alternatively, you can expend 2 Burn Points to create a Composite Blast.

A Composite Blast deals your normal Kinetic Blast damage plus 4d4 damage.

Choose two damage types available to you.

The additional damage is split evenly between those types.

For example, a Fire/Air kineticist could deal Fire and Lightning damage.


Supercharge

Also at 17th level, Gather Power becomes substantially more efficient.

When you use Gather Power as a Bonus Action, it reduces the Burn cost of your next Kinetic Blast by 2 instead of 1.

When you spend your Action gathering power, it reduces the cost by 3 instead of 2.


Greater Infusion

At 17th level, you can apply two Form Infusions or two Substance Infusions to the same Kinetic Blast, provided their effects aren't mutually exclusive.

You still can't apply more than two Form Infusions and two Substance Infusions to a single blast.


Kinetic Mastery

At 17th level, when you roll Initiative and have no Burn Points remaining, you regain 2 Burn Points.

You can use this feature once per Long Rest.


 

Level 3: Elemental Focus

 Elemental Focus

 

Aether

Your power manifests as invisible force and psychic energy.

Blast Damage: Force

You gain proficiency in Arcana if you don't already have it.

You can manipulate unattended objects weighing up to 10 pounds within 30 feet as a free action, moving them up to 10 feet.

Air

Your power manifests as wind, pressure, and lightning.

Blast Damage: Lightning

Your Speed increases by 15 feet.

You can reduce falling damage you take by an amount equal to five times your Rogue level.

Earth

Your power manifests as stone, metal, crystal, and crushing force.

Blast Damage: Bludgeoning

You gain proficiency in Athletics if you don't already have it.

You have Advantage on ability checks and saving throws made to resist being pushed, knocked Prone, or moved against your will.

Fire

Your power manifests as flame and intense heat.

Blast Damage: Fire

You gain proficiency in Intimidation if you don't already have it.

As a free action, you can ignite or extinguish a Tiny unattended flammable object within 30 feet.

Water

Your power manifests as water, ice, and freezing mist.

Blast Damage: Cold

You gain proficiency in Survival if you don't already have it.

You gain a Swim Speed equal to your Speed.

Aether

 

Blast Damage: Force

You gain proficiency in Arcana if you don't already have it.

You can manipulate unattended objects weighing up to 10 pounds within 30 feet as a free action, moving them up to 10 feet.

Air

 

Blast Damage: Lightning

Your Speed increases by 15 feet.

You can reduce falling damage you take by an amount equal to five times your Rogue level.

Earth

 

 

Blast Damage: Bludgeoning

You gain proficiency in Athletics if you don't already have it.

You have Advantage on ability checks and saving throws made to resist being pushed, knocked Prone, or moved against your will.

Fire

 

Blast Damage: Fire

You gain proficiency in Intimidation if you don't already have it.

As a free action, you can ignite or extinguish a Tiny unattended flammable object within 30 feet.

Water

 

Blast Damage: Cold

You gain proficiency in Survival if you don't already have it.

You gain a Swim Speed equal to your Speed.

Kinetic Blast

 

As an Action, you can make a ranged attack against one creature or object you can see within 60 feet.

You must have at least one hand free to use the blast.

You are proficient with this attack and use your Dexterity modifier for the attack and damage rolls.

On a hit, the target takes the damage shown in the Kinetic Blast table.

Rogue Level Damage
3 4d4 + Dexterity modifier
5 6d4 + Dexterity modifier
11 8d4 + Dexterity modifier
17 12d4 + Dexterity modifier

The damage is the type associated with your Elemental Focus.

Kinetic Blast counts as a weapon attack for feats and skills.

Sneak Attack

You can apply Sneak Attack to a Kinetic Blast when you meet the normal requirements for Sneak Attack.

Burn

 

You have a number of Burn Points equal to your Proficiency Bonus + your Constitution modifier, minimum 1.

You regain all expended Burn Points when you finish a Long Rest.

Some Kineticist abilities require you to expend Burn Points.

Whenever you expend Burn, you take 2 damage for every 5 Rogue levels you possess, rounded up, per Burn Point expended.

This damage:

  • ignores Resistance and Immunity;
  • can't be reduced;
  • can't be prevented;
  • ignores Temporary Hit Points;
  • doesn't trigger Concentration checks;
  • isn't damage caused by an attack.

At Rogue level 3, you can expend only 2 Burn Point per turn.

At Rogue level 9, you can expend up to 3 Burn Points per turn.

At Rogue level 13, you can expend up to 4 Burn Points per turn.

At Rogue level 17, you can expend up to 5 Burn Points per turn.

You can never expend more Burn Points than you have remaining.

Gather Power

At 3rd level, you learn to gather elemental energy before unleashing it.

As a Bonus Action, you can Gather Power.

The next Kinetic Blast you use before the end of the turn costs 1 fewer Burn Point.

Alternatively, you can spend your Action gathering power.

If you do, the next Kinetic Blast you use before the end of your next turn costs 2 fewer Burn Points.

The Burn cost can't be reduced below 0.

Gathering Power creates a loud and obvious elemental display.

Wild Talents

Wild Talents

At 4rd level, you learn two Wild Talents.

You learn another Wild Talent at 9th, 13th, and 17th level.

Whenever you gain a Rogue level, you can replace one Wild Talent you know with another Wild Talent for which you qualify.

Wild Talents are supernatural abilities rather than spells.

Unless a Wild Talent says otherwise, using one doesn't require spell components.

Your Kineticist Save DC equals:

8 + your Proficiency Bonus + your Constitution modifier


Universal Wild Talents

Skilled Kineticist

You gain proficiency in one skill or tool of your choice.

If you already have proficiency, you gain Expertise instead.


Elemental Whispers

You manifest a Tiny elemental companion.

Choose Air, Earth, Fire, or Water.

The companion is visible and can communicate telepathically with you while within 100 feet.

You gain Advantage on Wisdom (Perception) checks while it is within 100 feet of you.


Telekinetic Finesse

You can manipulate unattended objects weighing up to 20 pounds within 30 feet.

As a Bonus Action, you can move such an object up to 60 feet.

You can use this ability to perform simple tasks such as opening doors, pulling levers, drawing objects, or retrieving items.


Kinetic Cover

As a Bonus Action, you create a slab of elemental matter in an unoccupied space within 30 feet.

It provides Half Cover.

The cover lasts until the start of your next turn.

Burn: 1 to make it last for 1 minute.


Ride the Blast

Prerequisite: Rogue level 13

When your Kinetic Blast hits a creature, you can teleport to an unoccupied space within 5 feet of the target.

Burn: 1.


Elemental Wild Talents

Air Cushion

Air

You take no damage from the first 60 feet of any fall.

You also have Advantage on saving throws against effects that would move you against your will.


Air's Leap

Air

Your jump distance is doubled.

You can expend 1 Burn Point to quadruple your jump distance for one jump.


Earth Walk

Earth

Nonmagical Difficult Terrain composed of earth, stone, sand, mud, or rubble doesn't cost you additional movement.


Earth Climb

Earth

You gain a Climb Speed equal to your Speed when climbing stone, earth, or similar surfaces.


Fire Sculptor

Fire

As an Action, you can manipulate a nonmagical flame within 30 feet.

You can extinguish it, move it up to 15 feet, or reshape it.


Flame Jet

Fire

As a Bonus Action, move up to 30 feet without provoking Opportunity Attacks.

You must end the movement on a solid surface.

Burn: 1 to gain a Fly Speed equal to your Speed until the end of the turn.


Ice Path

Water

As an Action, create a 30-foot-long, 5-foot-wide path of ice.

The path lasts for 10 minutes and is Difficult Terrain for creatures other than you.


Eyes of Aether

Aether

You gain Darkvision out to 120 feet.

If you already have Darkvision, its range increases by 60 feet.


Celerity

Air

As a Bonus Action, choose yourself or a creature within 30 feet.

Until the end of its next turn, its Speed is doubled and it doesn't provoke Opportunity Attacks.

Burn: 1 to maintain the effect for 1 minute.


Infusions

At 3rd level, you learn two Infusions.

You learn another Infusion at 9th, 13th, and 17th level.

Infusions modify Kinetic Blast.

There are two categories:

  • Form Infusions change how the blast is delivered.
  • Substance Infusions add an additional effect.

When you use Kinetic Blast, you can apply one Form Infusion and one Substance Infusion.

Each Infusion has a Burn cost.


Form Infusions

Kinetic Blade

Burn: 1

Your Kinetic Blast becomes a blade of elemental energy.

Make a melee attack instead of a ranged attack.

The blade has a reach of 5 feet and deals your normal Kinetic Blast damage.

You use Dexterity for the attack and damage rolls.

You can apply Sneak Attack normally.

You can apply any feats that apply to melee weapon attacks.


Extended Range

Burn: 1

Your Kinetic Blast's range becomes 120 feet.


Extreme Range

Prerequisite: Extended Range

Burn: 2

Your Kinetic Blast's range becomes 480 feet.


Kinetic Whip

Prerequisite: Kinetic Blade

Burn: 2

Your Kinetic Blade has a reach of 15 feet.

When you hit a creature, you can move it 5 feet toward or away from you.


Flurry of Blasts

Prerequisite: Rogue level 9

Burn: 2

You make two Kinetic Blast attacks instead of one.

The attacks can target the same creature or different creatures.

You can apply Sneak Attack on both of these attacks.


Wall

Prerequisite: Rogue level 17

Burn: 3

You create a wall of elemental energy.

The wall can be up to 60 feet long, 10 feet high, and 1 foot thick.

It provides Three-Quarters Cover and lasts for 1 minute.

The wall is Difficult Terrain.

A creature that enters the wall for the first time on a turn or starts its turn there takes your Kinetic Blast damage.

You can dismiss the wall as a free action.


Substance Infusions

Pushing Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must succeed on a Strength saving throw.

On a failure, you push it 15 feet away from you.


Pulling Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must succeed on a Strength saving throw.

On a failure, you pull it 15 feet toward you.


Draining Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, you regain 1 expended Burn Point.

You can regain only 1 Burn Point per turn this way.


Entangling Infusion

Prerequisite: Earth or Water

Burn: 2

When your blast damages a creature, it must make a Dexterity saving throw.

On a failure, it has the Restrained condition until the end of your next turn.


Bowling Infusion

Prerequisite: Earth or Aether

Burn: 2

When your blast damages a Large or smaller creature, it must make a Strength saving throw.

On a failure, it has the Prone condition.


Burning Infusion

Prerequisite: Fire

Burn: 1

When your Fire Kinetic Blast damages a creature, it must make a Dexterity saving throw.

On a failure, it catches fire.

At the start of each of its turns, it takes 1d6 Fire damage.

The creature can use an Action to extinguish the flames.


Chilling Infusion

Prerequisite: Water

Burn: 2

When your Cold Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, its Speed becomes 0 until the start of your next turn.


Thundering Infusion

Prerequisite: Air

Burn: 2

When your Lightning Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, it is Deafened until the end of your next turn and is pushed 10 feet away from you.


Grappling Infusion

Prerequisite: Rogue level 13

Burn: 3

When your Kinetic Blast damages a Large or smaller creature, it must succeed on a Strength saving throw.

On a failure, it is Grappled by elemental energy until the end of your next turn.


Penetrating Infusion

Prerequisite: Rogue level 13

Burn: 3

Your Kinetic Blast ignores Resistance to its damage type.

It doesn't ignore Immunity.

Infusions

Infusions

At 4th level, you learn two Infusions.

You learn another Infusion at 9th, 13th, and 17th level.

Infusions modify Kinetic Blast.

There are two categories:

  • Form Infusions change how the blast is delivered.
  • Substance Infusions add an additional effect.

When you use Kinetic Blast, you can apply one Form Infusion and one Substance Infusion.

Each Infusion has a Burn cost.


Form Infusions

Kinetic Blade

Burn: 1

Your Kinetic Blast becomes a blade of elemental energy.

Make a melee attack instead of a ranged attack.

The blade has a reach of 5 feet and deals your normal Kinetic Blast damage.

You use Dexterity for the attack and damage rolls.

You can apply Sneak Attack normally.

You can apply any feats that apply to melee weapon attacks.


Extended Range

Burn: 1

Your Kinetic Blast's range becomes 120 feet.


Extreme Range

Prerequisite: Extended Range

Burn: 2

Your Kinetic Blast's range becomes 480 feet.


Kinetic Whip

Prerequisite: Kinetic Blade

Burn: 2

Your Kinetic Blade has a reach of 15 feet.

When you hit a creature, you can move it 5 feet toward or away from you.


Flurry of Blasts

Prerequisite: Rogue level 9

Burn: 2

You make two Kinetic Blast attacks instead of one.

The attacks can target the same creature or different creatures.

You can apply Sneak Attack on both of these attacks.


Wall

Prerequisite: Rogue level 17

Burn: 3

You create a wall of elemental energy.

The wall can be up to 60 feet long, 10 feet high, and 1 foot thick.

It provides Three-Quarters Cover and lasts for 1 minute.

The wall is Difficult Terrain.

A creature that enters the wall for the first time on a turn or starts its turn there takes your Kinetic Blast damage.

You can dismiss the wall as a free action.


Substance Infusions

Pushing Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must succeed on a Strength saving throw.

On a failure, you push it 15 feet away from you.


Pulling Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must succeed on a Strength saving throw.

On a failure, you pull it 15 feet toward you.


Draining Infusion

Burn: 1

When your Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, you regain 1 expended Burn Point.

You can regain only 1 Burn Point per turn this way.


Entangling Infusion

Prerequisite: Earth or Water

Burn: 2

When your blast damages a creature, it must make a Dexterity saving throw.

On a failure, it has the Restrained condition until the end of your next turn.


Bowling Infusion

Prerequisite: Earth or Aether

Burn: 2

When your blast damages a Large or smaller creature, it must make a Strength saving throw.

On a failure, it has the Prone condition.


Burning Infusion

Prerequisite: Fire

Burn: 1

When your Fire Kinetic Blast damages a creature, it must make a Dexterity saving throw.

On a failure, it catches fire.

At the start of each of its turns, it takes 1d6 Fire damage.

The creature can use an Action to extinguish the flames.


Chilling Infusion

Prerequisite: Water

Burn: 2

When your Cold Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, its Speed becomes 0 until the start of your next turn.


Thundering Infusion

Prerequisite: Air

Burn: 2

When your Lightning Kinetic Blast damages a creature, it must make a Constitution saving throw.

On a failure, it is Deafened until the end of your next turn and is pushed 10 feet away from you.


Grappling Infusion

Prerequisite: Rogue level 13

Burn: 3

When your Kinetic Blast damages a Large or smaller creature, it must succeed on a Strength saving throw.

On a failure, it is Grappled by elemental energy until the end of your next turn.


Penetrating Infusion

Prerequisite: Rogue level 13

Burn: 3

Your Kinetic Blast ignores Resistance to its damage type.

It doesn't ignore Immunity.


Level 9: Elemental Defense

At 9th level, you gain the Elemental Defense associated with your primary element.

Aether — Force Ward

When you take damage from an attack, use your Reaction to reduce the damage by:

1d10 + your Constitution modifier + your Proficiency Bonus.

If the damage is reduced to 0, you can move 10 feet without provoking Opportunity Attacks.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.


Air — Enveloping Winds

You gain:

  • Advantage on Dexterity saving throws against effects you can see;
  • Advantage on checks made to escape a Grapple;
  • a +10-foot bonus to your Speed.

When a creature enters a space within 5 feet of you, you can use your Reaction to push it 10 feet away.


Earth — Flesh of Stone

You gain Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

You have Advantage on Constitution saving throws made to maintain Concentration.


Fire — Shroud of Flames

When a creature within 5 feet hits you with an attack, you can use your Reaction to deal 1d8 + your Constitution modifier Fire damage to it.

You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.

You shed bright light in a 10-foot radius and dim light for another 10 feet.

You can suppress or restore the light as a Bonus Action.


Water — Shroud of Water

You gain Resistance to Cold damage.

You have Advantage on ability checks and saving throws made to escape a Grapple or Restraint.

When a creature misses you with a melee attack, you can move 5 feet without provoking Opportunity Attacks.

Elemental Defense

 

At 9th level, you gain the Elemental Defense associated with your primary element.

Aether — Force Ward

When you take damage from an attack, use your Reaction to reduce the damage by:

1d10 + your Constitution modifier + your Proficiency Bonus.

If the damage is reduced to 0, you can move 10 feet without provoking Opportunity Attacks.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.


Air — Enveloping Winds

You gain:

  • Advantage on Dexterity saving throws against effects you can see;
  • Advantage on checks made to escape a Grapple;
  • a +10-foot bonus to your Speed.

When a creature enters a space within 5 feet of you, you can use your Reaction to push it 10 feet away.


Earth — Flesh of Stone

You gain Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

You have Advantage on Constitution saving throws made to maintain Concentration.


Fire — Shroud of Flames

When a creature within 5 feet hits you with an attack, you can use your Reaction to deal 1d8 + your Constitution modifier Fire damage to it.

You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.

You shed bright light in a 10-foot radius and dim light for another 10 feet.

You can suppress or restore the light as a Bonus Action.


Water — Shroud of Water

You gain Resistance to Cold damage.

You have Advantage on ability checks and saving throws made to escape a Grapple or Restraint.

When a creature misses you with a melee attack, you can move 5 feet without provoking Opportunity Attacks.

Elemental Overflow

Elemental Overflow

Also at 10th level, your body becomes saturated with elemental power.

When you have expended at least half your maximum Burn Points, rounded up:

  • you gain a +1 bonus to Kinetic Blast attack rolls;
  • your Kinetic Blast deals extra damage equal to your Constitution modifier;
  • your body visibly manifests your chosen element.

The bonus to attack rolls increases to +2 at Rogue level 13 and +3 at Rogue level 17.

You can suppress the visual manifestation as a Bonus Action.

Expanded Element

Expanded Element

At 10th level, choose a second element.

You gain that element's:

  • Kinetic Blast damage type;
  • basic elemental benefits;
  • Wild Talents.

You can use either of your elements whenever you use Kinetic Blast.

However, your second element is less developed.

For the purpose of qualifying for Wild Talents from your second element, treat your Rogue level as 4 lower.

Expanded Defense

Expanded Defense

You learn the Elemental Defense of your second element.

You can also select Expanded Defense as a Wild Talent again if you later gain another element.

Metakinesis

 

Empower

Burn: 1

When you roll damage for Kinetic Blast, roll the damage dice twice and use either result.

Maximize

Burn: 3

Treat all Kinetic Blast damage dice as though they rolled their maximum value.

Quicken

Burn: 3

You can use Kinetic Blast as a Bonus Action instead of an Action.

You can't use Kinetic Blast more than once on the same turn when using Quicken.

You can use only one type of Metakinesis on a Kinetic Blast unless another feature allows otherwise.

Internal Buffer

 

You gain an Internal Buffer containing up to 2 charges.

As a Bonus Action, you can expend 1 Burn Point to store 1 charge in your buffer.

When you would expend a Burn Point, you can spend one charge from your buffer instead.

You can't spend more than one buffer charge on the same feature.

Your buffer can contain up to 3 charges at Rogue level 17.

Your buffer empties when you finish a Long Rest.

Infusion Specialization

Infusion Specialization

At 14th level, whenever you use one or more Infusions with Kinetic Blast, reduce their combined Burn cost by 1.

At 17th level, reduce their combined Burn cost by 2.

This can't reduce the Infusion cost below 0.

Composite Blast

 

When you use Kinetic Blast, you can choose either of your elemental damage types.

Alternatively, you can expend 2 Burn Points to create a Composite Blast.

A Composite Blast deals your normal Kinetic Blast damage plus 4d4 damage.

Choose two damage types available to you.

The additional damage is split evenly between those types.

For example, a Fire/Air kineticist could deal Fire and Lightning damage.

Supercharge

Supercharge

Also at 17th level, Gather Power becomes substantially more efficient.

When you use Gather Power as a Bonus Action, it reduces the Burn cost of your next Kinetic Blast by 2 instead of 1.

When you spend your Action gathering power, it reduces the cost by 3 instead of 2.

Kinetic Mastery

 

At 17th level, when you roll Initiative and have no Burn Points remaining, you regain 2 Burn Points.

You can use this feature once per Long Rest.

 

Greater Infusion

 

At 17th level, you can apply two Form Infusions or two Substance Infusions to the same Kinetic Blast, provided their effects aren't mutually exclusive.

You still can't apply more than two Form Infusions and two Substance Infusions to a single blast.

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