Disciple of the Kineticist in Audalis | World Anvil

Disciple of the Kineticist

Destructive minds tend to focus their powers into the shape of the kineticist, an explosive user of kinetic force. Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce interesting visual effects above and beyond the standard secondary display, such as moving, melting, transforming, or blasting a target.  

Disciple of the Kineticist Manifestations

You can choose from the list of kineticist manifestations, as well as psion manifestations, when you prepare manifestations.  

Telekinetic Mind

At 1st level, you can use your mind to move and manipulate objects as if you were touching them.   You can attack with kinetic energy as an action, at a range of 60 feet. Make a ranged psionic attack against a creature or object within range that you can see. On a hit, it takes force damage equal to 1d8 plus your Intelligence modifier, and you can move it up to 10 feet in a straight line if it is Huge or smaller. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).   You can also use your action and spend 1 point of psionic power to lift, hold, catch or throw willing creatures or objects, other than you, that you are not in physical contact with. While you are concentrating (as if on a spell), creatures and objects remain held in place for up to 1 minute. As a bonus action, you can move one held creature or object up to 30 feet.   Ending a turn with an object in a creature's space forces you to let go of the item. Alternatively, you can drop any number of creatures or objects on your turn (no action required by you).   A creature attempting to move something you are holding must make a Strength check against your discipline save DC.   Other uses of this feature are limited mostly by your imagination, but your mental prowess limits you as well. The maximum combined weight you can hold at once with this feature equals 15 lbs times your Intelligence score.  

Inertial Shield

Also at 1st level, your kinetic abilities allow you to interrupt and deflect blows against you.   While at least one of your hands are free and you are not wearing a shield, you can use your reaction when you are attacked to gain a +2 bonus to your AC until the start of your next turn. You can use this feature after the attack roll is made, but before determining if the attack hits or misses.  

Kinetic Field

Starting at 6th level, you can form a kinetic field around yourself which catches and deflects projectiles.   As a reaction, you can deflect a missile when you're hit by a ranged attack. When you do so, the damage you take is reduced by 10 + your Intelligence modifier + your Psion level.   If the damage is reduced to 0 by this feature, you can catch the missile in the air. If caught this way, you can make a ranged psionic attack with it as part of the same reaction. You make this attack with proficiency. The type and damage are the same as the original attack.  

Invisible Might

Starting at 10th level, your telekinesis acts as an augment to your physical strength.   You gain proficiency in Strength saving throws, and when a Strength check or saving throw is required, you can add your Intelligence modifier to the result.   Telekinetic Flight Starting at 14th level, your telekinetic control has become precise enough to allow you to carry yourself through the air.   You can use your action to grant yourself a flying speed of 30 feet for 1 hour. You, as well as everything you are carrying, count towards your Telekinetic Mind's weight limit while flying in this manner.   Once you have used this feature, you can't use it again until you finish a long rest.  

Safe Fall

Starting at 18th level, your mind instinctively activates your telekinetic powers, even when you are in danger.   If you are falling, even while unconscious, you safely descend at a rate of 60 feet per round.  

Unfettered Mind

At 20th level, your telekinetic power has become so great that it has become second nature.   Your Telekinetic Mind no longer requires concentration, and its weight limit is doubled. Additionally, your Telekinetic Flight's speed is now 60 feet, and it has a duration of 8 hours.

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