Kinetic Ascendants are enigmatic mystics with the extraordinary power to manipulate natural forces, each specializing in unique kinetic focuses like earth, air pressure, or fire and ice. They are revered by some for their exceptional talents and regarded with curiosity by other mystics. In society, they may be seen as protectors or outcasts due to their unconventional abilities. Typically introspective and disciplined, Kinetic Ascendants maintain a deep connection to nature, feel a strong sense of responsibility for the forces they wield, and are driven to unlock the full potential of their powers.
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Telekinesis
At 3rd level, when you choose this Ascendance, you learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. When used with this feature, your mage hand is regarded as psionic, and is not succeptible to anti-magic effects. You can use this hand to push and pull objects or creatures weighing up to 15 x your Intelligence Modifier. Additionally, as a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Kinetic Variant
Also at 3rd level, you choose one of the options below to focus your kinetic energy into. This option will dictate your features later on in this subclass, and cannot be changed later on, in addition to granting you one ability that you can use.
- Terrakinetic - You have an innate connection to the earth, which grants you enhanced stability and resilience. Move loose earth or stone within 30 feet, shaping simple forms or patterns. Stones moved cannot weight more than your Intelligence Score multiplied by 5.
- Piesikinetic - You have the ability to distort and control high pressure fields. You can, as an action, create a sudden and intense increase in air pressure within a 30-foot radius. This burst of high pressure deals 1d6 force damage to creatures within the area and can push objects and creatures away.
- Kenokinesis - You have the ability to distort and control low pressure fields. You can create a localized vacuum within a 15-foot radius, pulling objects and creatures toward the center. Affected creatures must succeed on a Strength saving throw or be pulled 10 feet closer to the center.
- Hydrokinetic - Your mastery over water allows you to control and shape bodies of water. You gain the Part and Redirect uses as in the Control Water spell within 30 feet of you.
- Pyrokinetic - Your affinity for fire grants you control over flames. You can ignite or extinguish small flames within 30 feet of you, and create a controlled flame that you can hold. This flame sheds a bright light for 10 feet, and dim light for an additional 10. It can be thrown as a ranged weapon attack, causing 1d8 fire damage to a target on a hit.
- Cryokinesis - Your mastery over ice allows you to shape it into simple forms. As an action, create basic ice structures or objects within 30 feet, like crude ice tools, small weapons, or barriers.
- Electrokinesis - Your control over electricity enables you to manipulate electrical fields with precision. As an action, emit a surge of electricity in a 5-foot radius, dealing 1d6 lightning damage to creatures within the area.
- Gyrokinesis - Your control over gravitational forces allows you to slightly affect an object's weight. As a bonus action, temporarily alter the weight of an object within 30 feet, you can increase its weight to double or reduce its weight to half for up to 1 minute.
- Photokinesis - Your ability to manipulate light grants you control over illumination. Shroud yourself or another creature or object in warped light for up to 1 minute, distorting visibility and granting both advantage and +5 to Stealth checks.
- Umbrakinesis - Your control over darkness and shadows allows you to manipulate them subtly. Create minor illusions and patterns with light within 30 feet of you for up to 1 minute.
- Sonokinetic - Your control over sound waves lets you manipulate auditory perceptions. Mimic or distort sounds within 30 feet to create distractions or mimic voices.
Kinetic Evolution
At 8th level, you gain a new ability depending on the kinetic focus chosen at 3rd level, as well as the ability to utilize your kinetic focus for non-combative purposes at will, becoming capable of producing harmless effects and simple utility uses at any time.
Additionally, you can use your Telekinesis to make an unarmed attack at a distance, using your Intelligence modifier as a replacement for your Strength modifier when you roll to hit. On a hit, the attack deals what is considered magical bludgeoning damage equal to 1d6 + your Wisdom modifier.
- Terrakinetic - Earthshaker. You can create a powerful shockwave of earth and stone, dealing 4d8 bludgeoning damage to all creatures within a 30-foot radius. Affected creatures must make a Strength saving throw or be knocked prone.
- Piesikinetic - Your control over air pressure allows you to compress the air, generating a focused blast of force. You can focus your Piesikinesis to create a 15-foot cone of compressed air. Creatures caught in this cone take 2d8 force damage and may be pushed back.
- Kenokinesis - You have learned to create an airtight vacuum bubble around yourself or a target within 30 feet, making it impossible for gases or sound to pass through. Creatures caught in this area spend the next round struggling to breathe, and take 2d8 bludgeoning damage.
- Hydrokinesis - You create 1d6 balls of water which, as an action, you can cause to shoot at intense speeds at one target per ball. The chosen target must make a Dexterity saving throw, or take 4d8 piercing damage.
- Pyrokinesis - You can engulf a creature in flames, dealing 4d8 fire damage and imposing the "burning" condition, causing 1d6 fire damage at the start of the creature's turn. A successful Dexterity saving throw negates the condition.
- Cryokinesis - You can freeze a creature's limbs, dealing 4d8 cold damage and imposing the "frozen" condition, reducing their movement speed to 0. A successful Constitution saving throw negates the condition.
- Electrokinesis - You can discharge a surge of electricity, dealing 4d8 lightning damage and imposing the "electrocuted" condition, causing disadvantage on Dexterity checks and saving throws for 1 minute. A successful Constitution saving throw negates the condition.
- Gyrokinesis - You can temporarily increase or decrease the gravitational pull on objects or creatures within a 60-foot range. Increasing a target's weight by up to five times, causing it to become heavily encumbered, reduces its movement to 1/2 and imposes disadvantage on weapon attacks and strength and dexterity based skill checks. If a creature can fly, incresing its weight in this way forcibly grounds it. Alternatively, decreasing a target's weight by up to 5 times doubles its movement speed, jump distance and height, and grants advantage on weapon attacks and strength and dexterity based skill checks. The chosen effect lasts for 1 minute and can be changed during this time as a bonus action on your turn.
- Photokinetic - You can emit an intense burst of light, forcing all creatures within a 30-foot radius to make a Constitution saving throw or become blinded for 1 minute.
- Umbrakinetic - You can create complex illusions and patterns within a 60-foot range, including detailed and moving images, as well as shroud an area in magical darkness for 60 feet for 1 minute.
- Sonokinetic - You can create a dissonant sound wave, dealing 4d8 thunder damage to a single target within 60 feet and causing them to be deafened for 1 minute. A successful Constitution saving throw halves the damage and negates the deafened condition.
You can use this ability a number of times equal to your Proficiency bonus, regaining expended uses after a long rest.
Kinetic Mastery
At 12th level, you become a master of your chosen kinetic type, gaining a powerful ability dictated by your choice from 3rd level. Once activated, this feature grants you the power dictated below for a number of minutes equal to half of your Intelligence modifier, rounded down.
- Terrakinetic: You can reshape the terrain within a 300-foot radius, creating natural barriers, sinkholes, or small mountains, drastically altering the environment to your advantage.
- Piesikinetic: You summon a powerful cyclone with a 120-foot radius centered on a point of your choosing within 60 feet of you. The storm inflicts 8d10 force damage on creatures within its area, pulling them toward its center. The storm lasts for 1 minute. Only one storm can be active at a time.
- Kenokinetic: You trigger Vacuum Implosion within a 60-foot radius, creating an intense low-pressure vortex. Creatures and objects within the area must succeed on a Strength saving throw or be thrown to the opposite side of the radius, suffering 6d10 force damage as well as falling damage appropriate to distance traveled.
- Hydrokinetic: You control water within a massive area, creating tidal waves, floods, or powerful currents. The water manipulations can reshape the terrain, creating channels or barriers as needed, and can flood or submerge areas.
- Pyrokinetic: You unleash a raging firestorm in a 60-foot radius centered on a point you choose within 120 feet. The firestorm deals 8d10 fire damage to creatures in its area and sets flammable objects and structures ablaze.
- Cryokinetic: You create an aura of extreme cold within a 60-foot radius centered on yourself. This aura lasts for 1 minute. While this aura is active, the temperature within its radius drops dramatically. Creatures within the area must succeed on a Constitution saving throw at the start of their turns or take 8d10 cold damage as their bodies succumb to the intense cold. Additionally, the environment within the aura becomes icy and treacherous, causing it to be considered difficult terrain for creatures other than yourself.
While this aura is active, the temperature within its radius drops dramatically. Creatures within the area must succeed on a Constitution saving throw at the start of their turns or take 8d10 cold damage as their bodies succumb to the intense cold.
- Electrokinetic: You summon a powerful electrical storm in a 120-foot radius centered on yourself. for one minute The storm deals 8d10 lightning damage to creatures within its area and continuously crackles with electrical energy. All creatures struck by the storm must make a Constitution saving throw, or become electrocuted for the duration.
- Gyrokinetic: You create a minor singularity in a space of your choosing within 60 feet. Creatures and objects within 60 feet of the chosen space must make a Strength saving throw or be pulled toward the center, becoming restrained. Additionally, they suffer 8d10 force damage as the gravitational forces crush them. This effect lasts for 5 rounds. Creatures that are caught at the center of this effect for all five rounds gain a lingering injury.
- Photokinetic: You unleash a blinding burst of radiant energy, creating a 60-foot radius of intense radiance centered on yourself. This brilliance deals 8d10 radiant damage to creatures within its area. Creatures within this area must make a Dexterity saving throw, becoming blinded for 2 rounds on a successful saving throw, or permanently on a failed saving throw.
- Umbrakinetic: Your mastery over shadows allows you to envelope a target within 60 feet in shadows. The target must succeed on a Dexterity saving throw or take 8d10 necrotic damage and become Enfeebled for 1 minute as the shadows sap their strength. A number of targets equal to your Intelligence modifier can be targeted simultaneously.
- Sonokinetic: You create a deafening shockwave within a 60-foot radius. Creatures within this area must succeed on a Constitution saving throw or take 8d10 thunder damage and be deafened for 1 minute. Additionally, their disoriented state causes them to have disadvantage on attack rolls and ability checks during this time.
You can use this ability once per long rest.
Kinetic Ascension
At 16th level, your mastery of kinetic energies is at the pinnacle attainable by a mortal mind. You become the type of kinetic user listed below, gaining the abilities described.
- Terrakinetic/Electrokinetic: Ferrokinetic Ascendance. If you choose Ferrokinetic Ascendancy, you gain access to all Electrokinetic and Terrakinetic abilities, combining the manipulation of metal and earth into a single, potent skillset. As a Ferrokinetic, you can shape metal structures, control magnetic forces, and generate electricity with unparalleled expertise. You gain the following unique ability:
Magnetic Supremacy: Once per long rest, you can exert total control over all ferrous objects within a 100-foot radius, manipulating them with ease. You can reshape them, create intricate constructs, iron golems, or cause them to become projectiles which can target up to 5 creatures, each of which must make a Dexterity saving throw, taking 10d10 force damage on a failed saving throw, or half damage on a successful save. This ability lasts for 1 minute, and can be used once every three days.
- Piesikinetic/Kenokinetic: Aerokinetic Ascendance. If you choose Aerokinetic Ascendancy, you gain access to all Piesikinetic and Kenokinetic abilities, becoming the master of high and low-pressure systems and the very air itself. Additionally, you gain a flight speed equal to double your walking speed. While flying as an Aerokinetic, you cannot use the Dash action, as your controlled flight maintains a steady and controlled pace.
- Pyrokinetic/Cryokinetic: Thermokinetic Ascendance. Should you select Thermokinetic Ascendancy, you gain access to all Pyrokinetic and Cryokinetic abilities, mastering temperature manipulation to its fullest extent. Additionally, you can create a 20-foot area of incendiary heat or crippling cold centered on yourself. A creature other than yourself in this area takes 10d8 fire or cold damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the area for the first time on a turn or ends its turn there.
- Hydrokinetic: Hydrodominance. As a Hydrokinetic who attains Hydrodominance Ascendancy, you've become the unparalleled master of water manipulation. Your unique ability allows you to wield the ocean's fury itself. Once per long rest, you can summon a colossal tidal wave, creating a devastating flood in a 300-foot radius. All creatures caught in its path must make a Dexterity saving throw or take 10d10 bludgeoning and 10d10 cold damage. The flood then leaves the area submerged, making it treacherous terrain for those who survive. The water will drain out over the course of seven days.
- Gyrokinetic: Gravitokinesis. Choosing Gravitokinesis Ascendancy means that you have reached the zenith of control over gravity. You can render an object immovable or remove all gravitational pull from it for a number of minutes equal to your Intelligence modifier.
- Photokinetic/Umbrakinetic: Luminokinetic. If you opt for Luminokinetic Ascendancy, you gain access to all Photokinetic and Umbrakinetic abilities, becoming the ultimate master of light and shadow manipulation. You can unleash a burst of psychic brilliance or darkness that encompasses a 60-foot radius centered on yourself. All creatures within this area must make a Wisdom saving throw or take 10d10 psychic damage and be either blinded (if you choose psychic brilliance) or frightened (if you choose psychic darkness) for 1 minute. Additionally, psychic brilliance imposes disadvantage on concentration checks for affected creatures, while psychic darkness renders you and your allies invisible while inside.
- Sonokinetic: Acoustokinesis. As an Acoustokinetic who achieves Acoustokinesis Ascendancy, you've harnessed the full potential of sound manipulation. Your unique ability grants you the power to create a cataclysmic sonic resonance, producing a shockwave of sound that devastates everything in its path. Once per long rest, you can unleash this power, dealing 3d10 thunder damage and imposing debilitating effects on creatures within a 300-foot radius. Survivors are left deafened and dazed, their senses shattered by the overwhelming sonic force.
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