{"name":"Kineticist","overview":"A Kineticist\u2019s body feels the strain of forces. A Kineticist uses their physical form as an anchor to assist in the pushing and pulling or objects. They naturally apply their Kinetic abilities to assist them with physical power.","hitdice":"d6","hitpointsfirstlevel":"1d6 per Psionicists level","hitpointsathigherlevels":"6 + your Constitution modifier","armorproficiencies":"none","weaponproficiences":"daggers, darts, sling, quarterstaffs, clubs, light crossbow","tools":"Psionic tools","savingthrows":"Wisdom, Strength","skills":"Choose two from Psionics (Arcane), History, Insight, Investigation, Medicine, Perception, and Athletics.","spellcasting":"Spellcasting:  As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist \u2018s spells and use the DMG\u2019s (pg 288) spell point system rather than the spell slots.\r\n\r\nSpell Points\r\n\r\nOne way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.\r\n\r\nIn this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.\r\n\r\nInstead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.\r\n\r\nSpells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.\r\n\r\nThe number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.\r\n\r\nThe Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.\r\n\r\nSpell Level\tPoint Cost\r\n\r\n1st\t2\r\n\r\n2nd\t3\r\n\r\n3rd\t5\r\n\r\n4th\t6\r\n\r\n5th\t7\r\n\r\n6th\t9\r\n\r\n7th\t10\r\n\r\n8th\t11\r\n\r\n9th\t13\r\n\r\nSpell list as per Kineticist (see below).\r\n\r\nCantrips:\r\n\r\nBlade Ward, Dancing Lights, Light, Mage Hand, Mending, Produce Flame, Ray of Frost, Shocking Grasp, Ballistic Attack\r\n\r\n1st Level:\r\n\r\nFeather Fall, LongStrider, Thunderwave, Unseen Servant, Shield of Faith, Fog Cloud, Burning Hands, Mage Armor, Shield, Tenser\u2019s Floating Disc, Armor of Agathys\r\n\r\n2nd Level:\r\n\r\nFlaming Sphere, Gust of Wind, Hold Person, Knock, Levitate, Scorching Ray, Shatter, Cordon of Arrows, Enhance Ability, Flame Blade, Heat Metal, Spiritual Weapon\r\n\r\n3rd Level:\r\n\r\nDaylight, Create Food and Water, Protection from Energy, Spirit Guardian, Call Lighting, Sleet Storm, Water Walk, Wind Wall, Gaseous Form, Leomund\u2019s Tiny Hut, Lighting Bolt, Phantom Steed, Detonate (nonliving\/ non-sentient object or material is targeted and destroyed explodes as a fireball of half strength rounded up)\r\n\r\n4th Level:\r\n\r\nFreedom of Movement, Control Water, Stone Shape, Otiluke\u2019s Resilience Sphere, Ice Storm, Wall of Fire, Fabricate, Fire Shield, Mordenkianen\u2019s Faithful Hound\r\n\r\n5th Level:\r\n\r\nAnimate Objects, Hold Monster, Flame Strike, Telekinesis, Cone of Cold, Creations, Wall of Stone, Wall of Force, Bigby\u2019s Hands\r\n\r\n6th Level:\r\n\r\nBlade Barrier, Move Earth, Otiluke\u2019s Freezing Sphere, Sunbeam, Wind Walk, Chain Lighting, Disintegrate, Globe of Invulnerability, Flesh to Stone, Wall of Ice\r\n\r\n7th Level:\r\n\r\nFirestorm, Force Cage, Etherealness, Mordekianen\u2019s Sword, Reverse Gravity, Delayed Blast Fireball, Prismatic Spray, Simulacrum\r\n\r\n8th Level:\r\n\r\nControl Weather, Incendiary Cloud, Sunburst, Tsunami, Earthquake, Antimagic Field\r\n\r\n9th Level:\r\n\r\nMeteor Swarm, Annihilate (detonate on nonliving and\/ or living things- 1 target or a 5ft area that includes 1 target makes a save as per finger of death with the restrictions of finger of death(hp total) failed saves result in explosions and nothing left but dusty bits), Wish (Restricted to creation \/ destruction of objects, healing, harming, restoring, etc of a spell of 8th level or lower- just spin it how you need for the theme of it)","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n(a) a light crossbow and 20 bolts or (b) any simple weapon\r\n\r\n(a) a component pouch or (b) an arcane focus\r\n\r\n(a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\r\nTwo daggers","features":"Telekinetic Shield. You create a shield of force that encapsulates your body. On your turn you can activate your Telekinetic Shield as a bonus action.\r\n\r\nWhile activated you gain the following benefits:\r\n\r\nYou have advantage on Strength checks and Strength based Saving throws. As well as Dex saves against physical and force attacks\/spells.\r\n\r\nYou gain a +2 to Armor Class and this bonus increases at the same rate as the \u201cRage Damage\u201d tables in the Dungeons and Dragons 5th edition Player\u2019s Handbook (pg 47)\r\n\r\nYou have resistance to Bludgeoning, Piercing, Slashing, and Force Damage.\r\n\r\nRestrictions:\r\n\r\nYour Telekinetic Shield lasts for 1 minute. It ends early if you make a physical attack. You may activate your Telekinetic Shield a number of times per day as per the \u201cRage\u201d ability for Barbarians (starts at twice a day and increases) in Dungeons and Dragons Player\u2019s Handbook (pg 47)\r\n\r\nYou cannot make a physical based attack(melee or ranged) without disrupting the shield. It is ends when you make a physical attack. You may still cast spells and concentrate on others if you are able to do so normally without disrupting the telekinetic shield.\r\n\r\nExtra Set of Hands. You gain Mage Hand as a cantrip. If you already have it select another cantrip. Your mage hand can act as if there are now two hands(i.e using a hammer and chisel). The spell\u2019s range remains the same.\r\n\r\nYour Mage hand improves as you level.\r\n\r\nWhen crafting or doing a task that requires more than 1 round to complete, but is not a ritual or spell, the time required to complete the task is reduced by half. The DM has final say on whether or not a task could benefit from an extra set of mind controlled hands.\r\n\r\nAt 14th level, your Mage Hands can now be used to shove, disarm, and grapple opponents from a distance. Whenever you could make an attack you instead can cast mage hand and immediately do one of the previously mentioned maneuvers.\r\n\r\nMetamagic: You gain the ability to twist spells to suit your need: Select any two metamagics abilities.\r\n\r\nAt 10th level, you become better at twisting spells to suit your need: Select two more metamagic abilities.\r\n\r\nAt 17th level, you become better at twisting spells to suit your need: Select two more metamagic abilities.\r\n\r\nPartition Spells. You are adept at using just the right amount of psionic effort to complete a task.\r\n\r\nAny spell that has a duration can be cast at 1\/10th of the duration at the cost of 1 spell point. For example: Partitioned Telekinesis. Duration: 1 minute, Cost: 1 spell point. Telekinesis normally costs 7 spell points and lasts for 10 minutes.","subclasses":"","tabledata":"Level|Proficiency Bonus|Features|Cantrips Known|Powers Known|Power Points|Max Power Level\r\n1st|2|Spellcasting, Telekinetic Shield|3|2|4|1st\r\n2nd|2|Extra Set of Hands|3|3|6|1st\r\n3rd|2|Metamagic|3|4|14|2nd\r\n4th|2|Ability Score Improvement|4|5|17|2nd\r\n5th|3|\u2014|4|6|27|3rd\r\n6th|3|Partition Spells|4|7|32|3rd\r\n7th|3|\u2014|4|8|38|4th\r\n8th|3|Ability Score Improvement|4|9|44|4th\r\n9th|4|\u2014|4|10|57|5th\r\n10th|4|Improved Metamagic|5|11|64|5th\r\n11th|4|\u2014|5|12|73|6th\r\n12th|4|Ability Score Improvement|5|12|73|6th\r\n13th|5|\u2014|5|13|83|7th\r\n14th|5|Improved Extra Set of Hands|5|13|83|7th\r\n15th|5|\u2014|5|14|94|8th\r\n16th|5|Ability Score Improvement|5|14|94|8th\r\n17th|6|Improved Metamagic|5|15|107|9th\r\n18th|6|\u2014|5|15|114|9th\r\n19th|6|\u2014|5|15|123|9th\r\n20th|6|Ability Score Improvement|5|15|133|9th","tags":"","isShared":"1","templateId":"25","blockId":"64740"}