5e Kineticist: Aerokineticist

I wanted to have the gunslinger ready, today, but that didn’t happen. It turns out that building a prestige class is pretty hard.

Instead, I’m continuing my work with the kineticist, this time with the aerokineticist. I expect the rest of the kineticist paths to follow in the coming weeks, and maybe an Iron Gods recap (which might involve me having to write rules for psychic duels and performance combat in 5e).

First, though, a couple of changes to the kineticist and the aether:

Psychic Talents

As your connection with the elemental forces of the universe deepens, you gain the ability to shape your powers in new ways. At 1st level, you gain one talent from the list at the end of the class description. As you increase in level, you can choose more talents, as shown in the Talents Known column of the Kineticist table. Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level. Unless the description of the talent says otherwise, activating a talent is an action.

Aetheric Talents

Deflection
Prerequisites: aether element, 5th level
If you take 1 point of burn as a reaction, you gain resistance to bludgeoning, slashing, and piercing damage until the beginning of your next turn.

Telekinetic Finesse
Prerequisite: aether element, 3rd level
Your mage hand can perform any action that your hands could perform, up to its weight limit, including performing Dexterity-based skill checks. 

 

24379_avatar_the_last_airbenderAerokinesis

You are the spirit of air, the soul of the storm. Your abilities are focused on movement, air flow, and weather manipulation.

Wind-speaker

At first level, you gain the ability to use the cantrip message. In addition, you gain proficiency with Acrobatics. If you take 1 bleed when you cast message, you may include as many targets as you possess psychic talents, and any creature you target with message can understand you, whether or not you share a language.

Lightning Blast

Elemental blast: You can cast the cantrip shocking grasp, with a range of 30 feet. If you take a point of burn, the damage is both electricity and bludgeoning, and opponents must possess resistance or immunity to both damage types or take the full amount.

Enveloping Winds

At 1st level, you are constantly surrounded by swirling winds. Ranged weapon attacks made against you have disadvantage. In addition, you can take 1 point of burn to gain the following bonuses for one round. As you gain Psychic Talents, you gain access to more bonuses. When you take 1 point of burn to empower your enveloping winds, you gain all of the features that you have access to.

Psychic Talents Bonus Ability
2 You gain resistance to bludgeoning, piercing, and slashing damage from ranged weapon attacks.
4 Ranged spell attacks that target you have disadvantage.
6 Melee weapons attacks made against you have disadvantage. Attackers wielding heavy weapons and large creatures ignore this restriction.
8 You gain immunity to bludgeoning, piercing, and slashing damage from non-magical ranged weapon attacks.
10 All creatures within 5 feet of you much succeed at a Constitution saving throw or be pushed back 10 feet.

Electric Burst

When you reach 6th level, the elements themselves bend to your will. You can cast lightning arrow. For each point of burn you take, treat the spell though you cast it with a spell slot one level higher. You can’t use this ability again until you finish a short or long rest.

Extra Blast

At 10th level, when you use your elemental blast ability on your action, you can use a bonus action to use your elemental blast again. Any talents applied to your first blast are applied to the second blast, without taking any additional burn, however, you may not add any new talents to the second blast.

Kinetic Master

At 14th level, you can choose to lose the benefit of your enveloping wind to cast control weather without using material components. You can’t do so again, or regain the effects of your enveloping wind, until after your next long rest.


Aerokinetic Talents

If a talent has prerequisites, you must meet them to learn it. You can learn a talent at the same time you meet its prerequisites.

Aerial Adaptation
Prerequisite: air element, 3rd level
You are immune to fatigue related to altitude and you have resistance to electricity. 

Aerial Evasion
Prerequisite: air element, 3rd level
If you take 1 point of burn as a reaction, you gain advantage on saving throws against spells until your next short rest. 

Air Cushion
Prerequisite: air element, 1st level
You can cast feather fall as a cantrip, as a mental spell.

Air Leap
Prerequisite: air element, 1st level
You are always considered to have a running jump, and you make Strength (Athletics) checks to jump with advantage. In addition, you double the height or length that you jump. You can take a point of burn to double the distance, again.

Air’s Reach
Prerequisite: air element, 1st level
You can double the range of your elemental blast and any talents that include air.

Basic Aerokinesis
Prerequisite: air element, 1st level
You can take a point of burn to surround yourself or an ally with a constant breeze, until your next short or long rest. The breeze grants advantage on saving throws against fatigue due to heat, breath weapons, and clouds and gasses. In addition, this creature is always considered downwind for the purposes of being tracked by scent. You can not use this talent again until you finish a short or long rest. 

Body of Air
Prerequisite: air element, 13th level
If you take 4 points of burn, you can take the form of an air elemental until your next short rest. You can’t do so again until you finish a long rest.

Celerity
Prerequisite: air element, 7th level
You can cast haste as a mental spell, but its effects end at the beginning of your next turn. For every point of burn that you take when you cast the spell, its effects last for 1 additional round. You can’t use this talent again until you finish a short or long rest.

Chain
Prerequisite: air element, 7th level
When you hit a target with your elemental blast, you can take 1 point of burn to make an additional attack against another target within 30 feet of the first. If the attack hits, the second target takes 1d8 fewer points of damage than the first, and you can take 1 point of burn to make another attack against a third creature within 30 feet of the second. The third target takes 1d8 fewer points of damage than the second.

Cloud
Prerequisite: air element, 7th level
You take 2 points of burn to cast fog cloud as a mental spell. Any creatures that enter or end their turn inside the cloud take 1/2 your lightning blast damage. 

Cyclone
Prerequisite: air element, 5th level
If you take 2 points of burn, all creatures within 20 feet of you must succeed at a Dexterity saving throw or take 1/2 your lightning blast damage. 

Gusting Infusion
Prerequisite: air element, 5th level
If you take 1 additional point of burn when you use your lightning blast to do bludgeoning damage, the blast acts as gust of wind. If you take 1 additional point of burn as a bonus action at the beginning of your turn, the effect lasts for 1 additional round, up to the duration of the spell.

Killer Winds
Prerequisite: air element, 7th level
You take 4 points of burn to cast cloudkill as a mental spell. The spell’s damage is electricity, rather than poison. You can’t use this ability again until you complete a long rest.

Magnetic Infusion
Prerequisite: air element, 3rd level
When you damage an enemy with your lightning blast, you can take 1 additional point of burn to make your enemy magnetic. Your allies have advantage when they attack that creature with metal weapons, until the beginning of your next turn.

Peal of Thunder
Prerequisite: air element, 11th level
If you take 1 point of burn when you use your elemental blast, any creature hit by that blast must succeed on a Constitution saving throw or be permanently deafened.

Pressurized Blast
Prerequisite: air element, 1st level
When you hit a creature with your elemental blast, you can take 1 burn to move that creature back 10 feet.

Pure Breath
Prerequisite: air element, 11th level
You are immune to the effects of inhaled poisons. For every point of burn you take, you can breathe underwater for one round. 

Ride the Wind
Prerequisite: air element, 5th level
You can cast levitate on yourself as a mental spell.

Spark of Life
Prerequisite: air element, 13th level
You can cast conjure elemental as a ritual, summoning only air elementals. You can’t do so again until you finish a long rest.

Suffocate
Prerequisites: aether, air or water element, 15th level
Take 3 points of burn. You force the air out of a creature’s lungs, making it impossible for the target to speak, cast spells, or concentrate on existing spells until the beginning of your next turn. On its turn, the target must succeed at a Constitution saving throw to hold its breath or begin suffocating. If the target fails the saving throw, you can take 1 burn on your next turn and spend an action to concentrate on this talent, the creature continues to suffocate on its turn. You can take burn and use your action in this way until you stop concentrating or the creature dies. This talent has no effect on creatures that do not breathe.

Torrent
Prerequisite: air element, 9th level
If you take 1 point of burn when you use your elemental blast, you can affect all creatures in a 30-foot line, instead of a single target. Creatures in the target area that fail on a Dexterity saving throw take your elemental blast damage. On a successful saving throw, creatures take 1/2 damage.

Windsight
Prerequisite: air element, 3rd level
You can see through magical and nonmagical fog and mist. In windy areas, you can see and hear as though you were standing both in your position and at any point within 30 feet, as long as it is also windy, there.

Wings of Air
Prerequisite: air element, 15th level
You can take 1 point of burn and lose the benefits of your enveloping winds to cast fly as a mental spell. You can’t use this talent or gain the effect of enveloping winds until you finish a short or long rest.

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