A –kinetic, or -kineticist is a character that has discovered that a little power goes a long way — if you are interested in only a single type of arcane energy, that is. -kinetics somehow have an incredible focus on magical power to a single type of energy. Each of these specialists is known by a slightly different name, depending on their specialty, as below.
Acid: acetokineticist, or acetokinetic Cold: cryokineticist, or cryokinetic Fire: pyrokineticist, or pyrokinetic Force: hyperkineticist, or hyperkinetic Lightning: electrokineticist, or electrokinetic Thunder: sonokineticist, or sonokinetic Using this origin lets you play an X-men style mutant kind of character, who specializes in one kind of power (but you can still take some spells from other elements if it works for you). Or an element-bender, if you want! Energy Focus At 1st level, when you choose this sorcerous origin, select one type of energy: acid, cold, fire, force, lightning, or thunder. This affects some of the class features gained through this sorcerous origin. You have an innate and almost-total control when accessing this power, and an affinity for the creatures that use it. Your mastery of this energy means that when you cast a spell which uses your chosen energy type, you treat any damage rolls of 1 or 2 as if you had rolled a 3. In addition, you gain the Primordial language. Energy Aura From 1st level, you can call up a swirling aura of your chosen energy which guards and protects you. As a bonus action, you can surround yourself in a magical aura composed of your chosen energy for up to 1 minute, which is visible and audible while activated. While the aura persists, you gain the following benefits: - If you are attacked, you can use your reaction to impose disadvantage on the attack roll. - When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, your aura expands to a radius of 5 feet. Any creature that enters the aura, or ends its turn within the aura, takes 1d6 damage of your chosen energy type. This damage increases by 1d6 at 6th level (2d6) and 11th level (3d6). You may dismiss the aura as a bonus action if you choose. Once you have used this ability, you must complete a short rest before you can use it again. When you gain access to sorcery points, you may spend 2 sorcery points when the aura is dismissed or ends. If you do, this ability is not considered expended. Focus Spells Your mastery of your chosen energy means you have instinctive knowledge of the base spells which use it. From 1st level, you gain the below cantrip, depending on your energy focus. Acid: Acid splash Cold: Ray of frost Fire: Fire bolt Force: Eldritch blast Lightning: Shocking grasp Thunder: Thunderclap (Xanathar’s Guide to Everything) You also gain access to additional magical secrets when you have access to certain levels of magic, as listed below. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of spells you know. When you use this spell, it inflicts damage of your chosen energy type instead of the usual damage type, even if that is usually not an option for this spell. If the spell does not inflict damage, it instead protects from your chosen energy type, as appropriate. 1st level: Chromatic orb 2nd level: Flame blade 3rd level: Protection from energy 4th level: Elemental Bane (Xanathar’s Guide to Everything) 5th level: Destructive wave (all of the spell’s damage becomes your chosen energy type) Energy Infusion From 6th level, you have resistance to damage from your chosen energy type. In addition, when you damage a creature with a spell, you can spend 1 sorcery point to enhance it with the power of your chosen energy. The spell takes on a visual appearance that reflects the energy infusion (embers drift through the spell’s area, icy crystals form, a powerful boom sounds, and so on) and delivers the following additional effects depending on your chosen energy. If the creature has immunity to the energy type, it is not subject to the additional effects. Acid: The creature is distracted by pain. It is poisoned until the end of its next turn. Cold: Icy crystals form on the creature, impairing its movement. The creature’s speed is halved until the end of its next turn. Fire: The creature is set alight briefly, taking 1d4 fire damage at the start of its next turn. Force: The creature is pushed 10 feet directly away from you. Lightning: The creature is wracked by pain as arcs of lightning writhe across it. It can’t take reactions until the start of its next turn. Thunder: The creature is deafened and prone until the end of its next turn. Energy Backlash From 14th level, if you are hit by a melee attack, you can spend 1 sorcery point and your reaction to deal an amount of damage equal to 1d6 + your sorcerer level to the attacker, of your chosen energy type. In addition, the attacker suffers the effects of your elemental infusion. Primordial Soul From 18th level, you gain immunity to damage of your chosen energy type. You also gain the ability to spend 8 sorcery points as a bonus action to take on a form of pure energy, gaining the following benefits for 1 minute. - Your physical form is replaced by a whirling mass of primordial energy of your chosen type. - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. - You have a flying speed equal to your normal speed. - You have advantage on attack rolls for any spell which uses your chosen energy type. You can dismiss this form as a bonus action. Once you have used this ability, you cannot use it again until you have completed a long rest. Also posted on Game Masters Stash on 4 April 2021. Comments are closed.
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