Kineticist

Hit Points: 1d8
per Kineticist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per kineticist level after 1st

Proficiencies:
Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution and Wisdom
Skills: Choose two from Deception, Insight, Intimidation, Medicine, Perception, and Religion

Focus
At 1st level, a kineticist chooses to focus primarily in air (aerokinesis), earth (terrakinesis), fire (pyrokinesis), water (hydrokinesis), or aether (telekinesis). Your choice of element determines how you accesses the raw power of the Ethereal Plane, and it grants you access to her cantrip, blast, defense, spell, talents and mastery. You must also possess a personal item that serves as a spellcasting focus, related to your elemental focus: a pyrokinetic might carry a lava-rock or a piece of glass that was burned during the first manifestation of your powers, for example.

Mental Casting
At 1st level, you can shape the elemental forces using only your mind. When a spell calls for a Verbal component, you instead use a Thought component, and when a spell calls for a Somatic component, you instead use an Emotion component.

Elemental Blast
You use your element to lash out against your enemies. Your elemental blast acts as a cantrip that you can modify by using talents or taking burn.

Talent
You can choose from among a variety of talents as you increase in level. Some talents change your elemental blast, while others provide access to spells or abilities the help your deepen your connection to your element. You use Constitution as your casting ability.

Burn
You can increase effective level of some talents and spells in exchange for taking 1 point of damage up to your Constitution modifier. At first level, you can take a maximum of 1 burn per round. This increases to 2 per round at 6th level, and increases by 1 per round every three levels after 6th. Taking burn is a bonus action unless it is done as part of using a talent. You can choose to forego the effects of mental casting, to decrease any required burn by 1. When you use burn in this way, the effect is a clearly visible manifestation of your elements: fire might wreath your head or hands or your skin might turn icy blue, for example.

Elemental defense
As your control over your element increases, you can use it to protect yourself.

Metakinesis
At level 5, you can take at least 1 point of burn to use Empower Spell on your elemental blast, using burn as sorcery points. 9: 3 burn to use Heighten Spell on your elemental blast. 13: 4 burn to target a second creature in range with your elemental blast.

Metakinetic Master
At level 19, you can reduce cost of one metakinesis by 1 burn.

Omnikinesis
At level 20, you can take 1 burn to use any blast talent.

Elements
Air (aerokinesis)
Element cantrip: You can cast the cantrip message.
Elemental blast: You can cast the cantrip sacred flame, dealing electric instead of radiant damage
Elemental defense: Enveloping wind: As a bonus action, you can surround yourself with swirling winds or sparks of lightning, giving you resistance against ranged attacks. If you take two points of burn, any creature making ranged attacks made against you has disadvantage for one round.
Element spell: You can cast chain lightning without using a material component. For each point of burn you take, treat the spell though you cast it with one higher level spell slot. You can’t do so again until after your next long rest.
Kinetic Master: You can 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.
An aerokineticist can select from among the following talents at the listed level:
Talents:
1st
Air Cushion: You can cast feather fall on yourself at will, without using material components.
Air’s Reach: You can double the range of your elemental blast and any talents that include air.
Pressurized Blast: When you hit a creature with your elemental blast, move that creature back 10 feet.
6th
Engulfing Winds: You can lose the benefit of your enveloping wind to cast wind wall without using material components. You can’t do so again until you finish a long rest.
Torrent: Burn: 2. You can choose to cast your elemental blast as a line, doing half damage to all creatures and objects in a 30’ line. (Dexterity save for half.)
Windsight: You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see as if you were standing at both your own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing you to see around corners and other obstacles.
Magnetic Infusion: Your elemental blasts cause opponents to become magnetic. On a successful hit against a creature wearing or made primarily of metal, your elemental blast grants the creature disadvantage on attacks for one round, and grants attacks made against the creature advantage.
10th—
Cyclone: Burn 3. All creatures an objects within 20’ of you take half your elemental blast’s normal damage. (Dexterity save for half.)
Body of Air: Burn 3. 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.
Ride the Blast: When you use your elemental blast or a talent with a target other than you, you can transform yourself into a blast of air and send yourself forth along with the blast, appearing at the end of the blast’s path, adjacent to the blast’s target, or at the center of the burst or spread for form infusions like explosion.
Ride the Wind: You can cast levitate on yourself at will, without material components.
Spark of Life: Burn 3. You can cast conjure minor elemental as a ritual, summoning only air elementals. You can’t do so again until you finish a long rest.
Wind Manipulator: You can lose the benefit of your enveloping wind to cast gust of wind at will without a material component. You can’t do so again, or regain the effects of your enveloping wind, until after your next long rest.
16th—
Burn the Sky: You can take one point of burn to increase the damage of your elemental blast by one, up to the maximum burn per round for your level.
Pure Breath: You are immune to the effects of inhaled poisons. For every point of burn you take, you can breathe underwater for one round.
Soul of Air: Burn 4. You can take the form of an air elemental until your next long rest.
Wings of Air: Burn: 2. You can cast fly on yourself at will without using material components.

Earth (terrakinesis)
Element cantrip: You can cast the cantrip guidance.
Elemental blast: You can cast the cantrip acid splash.
Elemental defense: Skin of stone: As a bonus action, you can cause your skin to harden like stone, granting you resistance to one kind of physical damage. You can take one point of burn to add one additional type of physical damage, up to two (bludgeoning, piercing, and slashing).
Element spell: You can cast flesh to stone without using a material component. For each point of burn you take, decrease the required concentration time to complete the spell by one round.
Kinetic Master: You can lose the benefit of your skin of stone to cast earthquake without using material components. You can’t do so again, or regain the effects of your skin of stone, until after your next long rest.
A terrakinetisist can select from among the following talents:
1st
Kinetic Cover: As a reaction, you raise up the earth to protect one square, granting creatures in that square total cover for one round.
Pressurized Blast: When you hit a creature with your elemental blast, move that creature back 10 feet.
6th
Earth Climb: You gain a climb speed equal to your movement speed when climbing on stone or earthen surfaces.
Entangling Blast: Whenever a blast with this talent deals damage to a foe, that foe must make a Dexterity save or become entangled for 1 minute. The foe can remove this condition as by dealing twice your kineticist level in damage to the entangling matter (it has hardness 0). If the foe was already entangled by this talent and fails its save against a second instance of this talent, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
Impale: Burn: 2. You can choose to cast your elemental blast as a line, doing half damage to all creatures and objects in a 30’ line. (Dexterity save for half.)
Jagged Flesh: Burn 1. Until your next short rest, while your skin of stone is active, any creature grappling you or attacking you with a natural attack or unarmed strike takes 1d6 damage.
Magnetic Infusion: Your elemental blasts cause opponents to become magnetic. On a successful hit against a creature wearing or made primarily of metal, your elemental blast grants the creature disadvantage on attacks for one round, and grants attacks made against the creature advantage.
Tremorsense: You can spend an action to gain tremorsense to 30’ for 1 round.
10th
Earth Glide: You gain a burrow speed through stone or earthen surfaces equal to your movement speed, as an earth elemental’s earth glide ability.
Body of Earth: Burn 3. 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.
Ride the Blast: When you use your elemental blast or a talent with a target other than you, you can transform yourself into a blast of air and send yourself forth along with the blast, appearing at the end of the blast’s path, adjacent to the blast’s target, or at the center of the burst or spread for form infusions like explosion.
Spark of Life: Burn 3. You can cast conjure minor elemental as a ritual, summoning only earth elementals. You can’t do so again until you finish a long rest.
16th
Burn the Earth: You can take one point of burn to increase the damage of your elemental blast by one, up to the maximum burn per round for your level.
Sharding: You can throw your elemental blast at a ranged attack at a creature within 120’. That creature can not save against this attack. All other creatures and objects within a 20-foot burst suffer half damage and can make a Dexterity save to reduce that damage by half.
Soul of Earth: Burn 4. You can take the form of an earth elemental until your next long rest.

Fire (pyrokinesis)
Element cantrip: You can cast the cantrip prestidigitation, producing fire effects only.
Elemental blast: You can cast the cantrip fire bolt.
Elemental defense: Searing Flesh: As a bonus action, you can cause your flesh to become molten, causing creatures who attack you with unarmed strikes and natural attacks to take 1d6 damage. For every point of burn you take as part of casting searing flesh, up to your maximum per level, you can increase that damage by 1d4 until your next short rest.
Element spell: You can cast fireball as a 6th level spell without using a material component. For each point of burn you take, treat the spell as though you had used a spell slot one level higher, up to a spell lot equal to half your level.
Kinetic Master: You can lose the benefit of your searing flesh to cast meteor swarm without using material components. You can’t do so again, or regain the effects of your searing flesh, until after your next long rest.
A pyrokinetisist can select from among the following talents:
1st
Burning Infusion: Whenever your elemental blast deals fire damage to a foe, that foe catches on fire, taking 1d6 points of fire damage each round, until they spend an action putting the out the flames.
Fire Sculptor: You can spend an action to move ongoing fire in a 5’ radius sphere from its current position to an adjacent space. For each point of burn you take, increase the radius of the sphere by 5’. If this fire moves into a creature’s space, that creature must make a Dexterity save or take 1d4 points of damage.
6th
Firesight: You can see through flames (including wall of fire) and smoke as if they were transparent. You have advantage on attacks against creatures on fire and creatures made of fire.
Flame Jet: As a dash action, you shoot a burst of flame behind you, propelling you up to 60 feet in a straight line, including into the air (any movement upward costs double)
10th
Flame Jet (Greater): You can use flame jet as a move action and can emanate a mild jet of flame below yourself, allowing you to hover without spending an action.
Flame Shield: You can cast fire shield without using material components. You can’t do so again until after your next long rest.
Body of Fire: Burn 3. You can take the form of a fire elemental until your next short rest. You can’t do so again until you finish a long rest.
Ride the Blast: When you use your elemental blast or a talent with a target other than you, you can transform yourself into a blast of air and send yourself forth along with the blast, appearing at the end of the blast’s path, adjacent to the blast’s target, or at the center of the burst or spread for form infusions like explosion.
Spark of Life: Burn 3. You can cast conjure minor elemental as a ritual, summoning only fire elementals. You can’t do so again until you finish a long rest.
Trail of Flames: When you take the disengage or dash action, you can choose to leave behind a wall of fire in all squares you exit that lasts for 1 round.
16th
Burn it All: You can take one point of burn to increase the damage of your elemental blast by one, up to the maximum burn per round for your level.
Explosion: Burn: 4. You create an explosion with a radius of 20’ at any point within 120’ from you. All creatures within that radius must make a Dexterity saving throw. On a failed save, creatures take fire damage equal to your elemental blast and catch on fire. On a successful save, a creature takes half as much damage and do not catch on fire.
Pure Flame Infusion: Burn 4. Your elemental blast ignores fire resistance. In addition, creatures that are vulnerable to fire have disadvantage on any saves they make against your elemental blast.
Soul of Fire: Burn 4. You can take the form of a fire elemental until your next long rest.

Water (hydrokinesis)
Element cantrip: You can cast create water as a cantrip (treat this effect as create or destroy water, but the cantrip can not destroy water, and can not be cast using higher level spell slots).
Elemental blast: You can cast the cantrip ray of frost.
Elemental defense: Shroud of Water: As a bonus action, you surround yourself with water or ice, granting you resistance against fire and cold. If you take one point of burn, your base AC becomes 13+ your Dexterity modifier until your next short rest. You can take one additional point of burn, up to your maximum per round, to increase your base AC by 1.
Element spell: You can cast Otiluke’s Frezing Sphere as a 6th level spell without using a material component. For each point of burn you take, treat the spell as though you had used a spell slot one level higher, up to a spell lot equal to half your level.
Kinetic Master: You can lose the benefit of your shroud of water to cast tsunami without using material components. You can’t do so again, or regain the effects of your shroud of water, until after your next long rest.
A hydrokinetisist can select from among the following talents:
Talents:
1st
Icewalker: You can move without penalty across wet and icy surfaces, both natural and magical. You are immune to seasickness.
Kinetic Cover: As a reaction, you raise up the earth to protect one square, granting creatures in that square total cover for one round.
Kinetic Healer: With a touch, you can heal a willing living creature for an amount equal to your kinetic blast’s damage.
Pressurized Blast: When you hit a creature with your elemental blast, move that creature back 10 feet.
Slick: You can cast the spell grease without using material component. The spell’s duration is changed to 1 round, unless you take 1 point of burn.
6th
Entangling Blast: Whenever a blast with this talent deals damage to a foe, that foe must make a Dexterity save or become entangled for 1 minute. The foe can remove this condition as by dealing twice your kineticist level in damage to the entangling matter (it has hardness 0). If the foe was already entangled by this talent and fails its save against a second instance of this talent, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
Torrent: Burn: 2. You can choose to cast your elemental blast as a line, doing half damage to all creatures and objects in a 30’ line. (Dexterity save for half.)
Breath of Water: You can cast water breathing without a material component. You can’t do so again until you finish a long rest.
Watersense: You gain tremorsense 30 feet against anything in contact with the same body of water as you. While benefiting from this tremorsense, your water blasts and advanced kinetic blasts with water components do not suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.
10th
Bone Chill: Whenever your elemental blast damages a creature, attacks against that creature have advantage until your next turn.
Ice Path: You can cast air walk, but instead of walking on air, you create a path of ice, which lasts for 1 round. You can’t do so again until you finish a long rest.
Body of Water: Burn 3. You can take the form of a water elemental until your next short rest. You can’t do so again until you finish a long rest.
Ride the Blast: When you use your elemental blast or a talent with a target other than you, you can transform yourself into a blast of air and send yourself forth along with the blast, appearing at the end of the blast’s path, adjacent to the blast’s target, or at the center of the burst or spread for form infusions like explosion.
Spark of Life: Burn 3. You can cast conjure minor elemental as a ritual, summoning only water elementals. You can’t do so again until you finish a long rest.
Spray: Your elemental blast targets all creatures in a 30’ cone, doing half damage on a hit.
Waterdancer: You can cast water walk as a ritual.
16th
Burn the Water: You can take one point of burn to increase the damage of your elemental blast by one, up to the maximum burn per round for your level.
Soul of Water: Burn 4. You can take the form of a water elemental until your next long rest.
Sharding: You can throw your elemental blast at a ranged attack at a creature within 120’. That creature can not save against this attack. All other creatures and objects within a 20-foot burst suffer half damage and can make a Dexterity save to reduce that damage by half.
Water Manipulator: You can cast control water without a material component. You can’t do so again until you finish a long rest.

Aether (telekinesis)
Element cantrip: You can cast the cantrip mage hand.
Elemental blast: You can cast the cantrip eldritch blast.
Elemental defense: Force ward: After each short rest, you gain temporary hit points equal to your kineticist level. If an attack reduces these temporary hit points but does not reduce your regular hit point total, treat the attack as though it missed. For every point of burn you take as part of casting force ward, increase these temporary hit points by half your kineticist level until your next short rest. These temporary hit points regenerate at a rate of 1 per minute.
Element spell: You can cast telekinesis. As a reaction, while making an ability check related to this spell, you can take burn up to your maximum for the round to increase your Constitution by that amount until the spell ends, for purposes of casting the spell.
Kinetic Master: You can lose the benefit of your force ward to cast power word kill without a verbal component. You can’t do so again, or regain the effects of your force ward, until after your next long rest.
A telekinetisist can select from among the following talents:
1st
Kinetic Cover: As a reaction, you raise up the earth to protect one square, granting creatures in that square total cover for one round.
Kinetic Healer: With a touch, you can heal a willing living creature for an amount equal to your kinetic blast’s damage.
Kinetic Shove: When you hit a creature with your elemental blast, move that creature back 10 feet.
Light Touch: Your mage hand can lift an additional 5 lbs. per 2 kineticist levels.
Telekinetic Finesse: Your mage hand can perform any action that your hands could perform, up to its weight limit, such as picking locks.
6th
Foe Throw: Burn 2. When you hit a creature with your elemental blast using kinetic shove, that creature deals damage equal to your elemental blast when it enters another creature’s space.
Self Telekinesis: You can use your telekinetic ability to move yourself, as flame jet.
Telekinetic Haul: Your mage hand can lift up to 100 lbs. per kineticist level.
Touchsight: Any time you damage a creature using your elemental blast, as long as that creature doesn’t use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn.
10th
Self Telekinesis (Greater): You can use your telekinetic ability to move yourself, as greater flame iet.
Telekinetic Maneuver: When your elemental blast hits, you can take 1 point of burn to use the Fighter’s trip attack.
16th
Force Barrier: You can cast wall of force around your current space. The barrier lasts until the beginning of your next turn, but you can take 1 burn to extend this duration by 1 round.
Many Throw: Burn 4. You can use your elemental blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart.

Universal talents:
Any kineticist may take any of the following talents at the listed level:
1st
Extended Range: Burn: 1. Double the range of your elemental blast.
Kinetic Blade: Burn 1. You form a one-handed or light weapon out of pure energy. You can use this weapon as part of a melee attack action, dealing damage as your elemental blast. Treat this talent as though using your elemental blast for all effects except for range and target. The weapon disappears at the beginning of your next turn.
Kinetic Fist: Burn 1. Add 1d6 points of damage of the same type as your elemental blast to your unarmed attacks. You can spend additional burn, up to your maximum per round, to add an additional 1d6 of damage to the attack.
6th
Extreme Range: Burn 2. Multiply the range of your elemental blast by 4.
Kinetic Whip: Burn 2. As kinetic blade, but you may form reach weapons, as well.
Snaking: Burn 2. Your elemental blast ignores cover and can target around corners.

Kineticist
Level Proficiency
Bonus Features
1 +2 Mental casting. Elemental blast. Element cantrip. Talent.
2 +2 Elemental defense. Talent.
3 +2 Burn.
4 +2 Ability score improvement. Talent.
5 +3 Metakinesis: Empower.
6 +3 Talent.
7 +3 Talent.
8 +3 Ability score improvement. Talent.
9 +4 Metakinesis: Maximize.
10 +4 Talent.
11 +4 Element spell
12 +4 Ability score improvement. Talent.
13 +5 Metakinesis: Quicken.
14 +5 Talent.
15 +5 Talent.
16 +5 Ability score improvement. Talent.
17 +6 Metakinesis: Double.
18 +6 Talent.
19 +6 Metakinetic master.
20 +6 Omnikinesis. Kinetic Master.

Kineticist

Gods in the Machines Quinn