At 1st level, a Kineticist gains a kinetic blast Wild Talent of their choice. The kinetic blast must be a simple blast that matches their chosen element. As an attack action, the Kineticist can unleash a kinetic blast at a single target up to a range of 30 feet.

Unless otherwise stated, the Saving Throw DC for all wild talents or infusions is equal to 8 + your Proficiency Bonus + your Constitution modifier.

A kineticist can always select 1st-level infusions, but they can select an infusion of a higher level only if their kineticist level is at least double the wild talent's effective spell level. In addition to the wild talent, the kineticist may choose a Kinetic Focus from the list and gain its associated abilities.

At 1st level, you may choose the talents that shape your power. Choose an element from the "Elements" list below. Gain the basic manipulation from your element. You may also choose one Infusion at level 1. You may choose additional Infusions at the levels indicated on the class chart. In addition, you gain one Kinetic Style of your choice. This determines the form your kinetic attacks take.

You start with the following equipment, in addition to the equipment granted by your background:

Kineticists generally use their powers to assault their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or taumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

Kineticists who focus on the element of aether - A rare substance formed when elemental energy affects the Ethereal Plane - are called telekeneticists. Telekineticists use strands of aether to move objects with their minds.

At first level, a kineticist can choose from among the following elemental disciplines. The kineticist will gain the basic manipulation(s) from their chosen element, a defensive talent at 2nd level, and may choose additional talents at 6th, 10th, 14th, and 18th levels, gaining true mastery of your element at 20th level.

At 13th level, a Kineticist's study of their body and the elemental forces that course through it allow them to form an internal buffer to protect themselves from overreaching. The kineticist can accept a number of points of burn up to their Constitution modifier (minimum of 1) to give themselves temporary hit points equal to their kineticist level per point of burn accepted. Any burn that goes past the buffer will take from these temporary hit points first.

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.

At 3rd level, a kineticist's body surges with energy from their chosen element whenever they accept burn, causing them to glow with a numbus of fire, weep water from their pores, or experience some other thematic effect. In addition, they recieve a bonus on their attack and damage rolls with kinetic blasts equal to the number of points of burn they currently have, to a maximum of +1. This increases to +2 at 9th level, and +3 at 17th level. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. Additionally, as a kineticists body becomes more and more suffused with their element, they begin to gain more powerful benefits. Starting at 3th level, whenever they have at least 3 points of burn, the kineticist gains a +1 bonus to AC. At 9th level, whenever the kineticist has at least 5 points of burn, this increases to +2 to AC. At 17th level this increases to 7 points of burn for +3 to AC.

At 1st level, a Kineticist can overexert themselves to channel more power than normal, pushing past the limit of what is safe for their body by accepting burn. Some of their wild talents allow her to accept burn in exchange for a greater effect, while others require them to accept a certian amount of burn to use that talent at all. The kineticist can accept a number of burn points equal to 3 + their Constitution modifier safely, as a "buffer". Any points of burn taken after this point deal damage to to the kineticist equal to their level. The burn buffer is reset on a short or long rest.

A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Composite blasts, if the kineticist meets the prerequisites to use them, deals 2d6 + the Kineticist's Constitution modifier, increasing by 2d6 for every 2 levels beyond 1st, to a maximum of 20d6.

The Kineticist must have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage resistance. Kinetic blasts count as a type of weapon for the purpose of abilities or features that affect them. The kineticist is never considered to be weilding or grippng the kinetic blast. Each simple blast is either a physical blast or an energy blast. Kinetic blasts are ranged attacks that deal an amount of damage equal to 1d6 + the Kineticist's Constitution modifier, increasing by 1d6 for every 4 kineticist levels beyond 1st, to a maximum of 5d6. In addition, a kinetic blast may have up to one style and one infusion applied at a time.

Class Skills

A telekineticist adds Arcana and Sleight of Hand to their proficient skills.

Basic Manipulation

A telekineticist gains following basic manipulation at 1st level:

Basic Telekinesis Element: Aether;

Level: 1; Burn: 0

This ability is similar to mage hand, except you can move an object that weights up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid using an object interaction. If you possess the Extended Range infusion, you can increase the range of Basic Telekinesis to 60 feet and increase the rate of movement to 60 feet per round.

Aetheric Vision

At 2nd level, a Telekineticist gains an unrivaled sixth sense. Whenever the kineticist accepts a point of burn, incorporeal lines, visible only to the kineticist, connect them to every enemy within 5ft, allowing the kineticist to feel every move the enemy makes until the beginning of your next turn. Any enemy connected to you that attempts to make an attack against you suffers disadvantage on the attack roll.

Wild Talents

As you gain familiarity with your element, you find your control over the forces of nature becoming stronger. At 6th, 10th, 14th, and 18th levels, you may choose a talent from this list, OR choose a talent from the list of Universal talents below.

Telekinetic Finesse

Level: 6; Burn: 0

You can perform any sort of fine manipulation you choose within range of your Basic Telekinesis, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Haul

Element: Aether; Type: Utility (Su);

Level: 6; Burn: 0

Prerequisites: Basic Telekinesis

When using basic telekinesis, you can move an object that weighs up to 10 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 10 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 100 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Telekinetic Invisibility

Level: 6; Burn: 0

Casting Time: 1 Action

You weave strands of aether, bending light and dampening sound; This works as invisibility, but with dampened sound, making it more difficult for creatures with senses such as blindsight to detect you, gaining a +2 to stealth checks against these enemies.

Dimensional Rip

Level: 6; Burn: 1

Casting Time: 1 Action

You gain the ability to bend space or time. As an action you can accept 1 point of burn to create up to 2 tears in the dimension veil for 10 minutes. You must select a number of empty squares within 50 ft. of themselves equal to the amount of tears they wish to create to which they have line of sight, creating a tear in each of those squares (these squares cannot contain hazardous terrain).

The distance from which you may create a tear increases by 10 ft. per kienticist level they possess past 2nd level. These two dimensional tears stand 5 ft. tall and wide, must be placed vertically upon solid ground, and can be identified by a DC 15 Arcana check as a dimensional tear. Dimensional tears block line of sight. A tear cannot be created in any space where extra dimensional travel is blocked.

You can close one or more tears as a bonus action. If a tear is closed while a creature is inside of it, they are shunted off to the nearest empty square and take 1d6 damage. Your tears are connected only to each other, making them independent of other tears, and if you are ever further than 100 ft. +10 ft. per kineticist level you possess from a tear, it instantly closes.

A Large or smaller creature can step into one tear, exiting on the other side of any tear to which they have line of sight. If hey cannot see another tear, the tear from which they exit is decided randomly. If you create only 1 tear, anything entering it will exit through the same tear. If your placement of tears would create an infinite loop, both tears will instantly close after a creature enters the same tear a third time.

You can fire your kinetic blast into one tear, causing it to exit from another tear of your choice, although the maximum distance traveled cannot exceed that of the kinetic blast (if you apply the kinetic blade, kinetic weapon wild talent to your blast, there must be tear within 5 or 10 ft. of the target and yourself respectively, and it can only travel through 1 tear).

For each tear a ranged kinetic blast travels through, increase the maximum range of the blast by 10 ft., up to a maximum of 10 ft. per 3 kineticist levels you possess, although this doesn’t change the area or shape of a blast which has an infusion applied to it with a set area such as the wall infusion.

You can maintain a number of tears equal to twice the amount you can create with a single use of this ability. If you attempt to create another tear while you already have your maximum in effect, the oldest tear instantly closes. You may create one additional tear with this wild talent at 8th level and one at 12th level.

Long Distance Travel

Level: 10; Burn: 2

Casting Time: 1 Minute

You can spend 1 minute to teleport as per the spell, although only you are affected by this talent. You can accept 1 burn per target to bring along an additional amount of creatures up to your Constitution modifier.

Aether Puppet

Level: 10; Burn: 0

Casting Time: 1 Action

You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object. Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state.

By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 minute without requiring attention from you. At 12th level, you can animate a Large or smaller object, Which gains the Extra Attack ability.

At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object.

Force Barrier

Level: 10; Burn: 0

Casting Time: 1 Action

You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. The barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.

Telekinetic Deflection

Level: 16; Burn: 0

Casting Time: 1 Action

You can deflect your foes’ ranged attacks, as the deflect missles monk class feature with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 minute.

Telekinetic Globe

Level: 16; Burn: 2

Casting Time: 1 Action

You can create a globe of force, as the resilient sphere spell, that lasts as long as you concentrate, and you can move the globe as a bonus action. You can accept 1 point of burn to increase the duration to 1 hour and eliminate the need to concentrate to maintain the globe.

Aether Architect

Level: 18; Burn: 0

Casting Time: 10 Minutes

You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground.

By concentrating for 10 minutes, you can create an edifice out of scintillating aether (immune to damage, unable to be dispelled, can be destoyed by disintegrate) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a Craft or Knowledge (engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice.

Telekinetic Mastery

At 20th level, your Telekinesis reaches legendary levels of power. The limit for the number of objects you can lift with your basic telekinesis increases to 10. You can now lift up to 100 pounds per kineticist level you possess. If using the Telekinetic Haul talent, you may accept 1 point of burn to lift up to 1000 pounds per kineticist level you possess.

Air

Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.

Class Skills

An aerokineticist adds Acrobatics and Nature to their proficient skills.

Basic Manipulation

An aerokineticist gains the following basic manipulation at 1st level:

Basic Aerokinesis Element: Air;

Level: 1; Burn: 0

You can create a light breeze that blows againse a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject advantage on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can only have one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use Basic Aerokinesis again, whichever comes first.

Engulfing Winds

At 2nd level, when an Aerokineticist accepts burn, it kicks up a strong cyclone around them until the beginning of their next turn. Any ranged attacks made against them suffer disadvantage while the effect lasts.

Wild Talents

As you gain familiarity with your element, you find your control over the forces of nature becoming stronger. At 6th, 10th, 14th, and 18th levels, you may choose a talent from this list, OR choose a talent from the list of Universal talents below.

Windsight

Element: Air; Type: Utility (Su);

Level: 6; Burn: 0

You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see and hear 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.

Wings of Air

Level: 6; Burn: 0

The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, You can call it forth again as a standard action.

Storm Diffuser

Level: 6; Burn: 0

Casting Time: 1 Action

Your control of the winds allows you to calm storms. When in severe or weaker winds, you can reduce the intensity of the winds within 100 ft. of you by 2 steps (to a minimum of light). Using this against magical winds requires a Constitution check against the effect, treating the DC as 10 + twice the spell's level.

Flash Step

Level: 6; Burn: 0

Casting Time: Bonus Action

Through pushing yourself forward with air, as a bonus action you can grant yourself double your movement speed for this round. If you do, you cannot take another bonus action or reaction for 4 rounds.

Body of Air

Level: 10; Burn: 0

Casting Time: 1 Action

You transform yourself into gas, as per gaseous form. You can’t use kinetic blasts while in this form.

Celerity

Level: 10; Burn: 0

Casting Time: 1 Action

You can galvanize the flow of electricity or time within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 minute.

Winds of Freedom

Level: 10; Burn: 0

You are impossible to tether, free as the wind. While you are under the effects of fade into the mist, you are treated as though under the effects of a freedom of movement spell.

Suffocate

Level: 10; Burn: 0

Saving Throw: Constitution partial;

Casting Time: 1 Action

You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, void to remove all air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Constitution save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of sight. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Constitution save, it becomes unconcious and is reduced to 0 hit points. This requires concentration.

Wind Manipulator

Level: 14; Burn: 0

Casting Time: 1 Action

You can call forth mighty winds in an enormous area. As a standard action, you can alter the wind around you as if using control winds, but the change remains only for as long as you continue to concentrate on this effect.

If you accept 1 point of burn, you can extend the duration to 1 hour without your needing to concentrate.

Weather Master

Level: 14; Burn: 0

Casting Time: 10 Minutes

By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as control weather. You can create tornadoes or hurricane-force winds, as appropriate for the season.

Aerokinetic Mastery

At 20th level, you have true mastery over the wind itself. You gain a 10ft base movement speed increase.

Earth

Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.

Class Skills

A geokineticist adds Athletics and Nature to their proficient skills.

Basic Manipulation

A geokineticist gains the following basic manipulation at 1st level:

Basic Geokinesis Element: Earth;

Level: 1; Burn: 0

You can move up to 5 poinds per kineticist level of rocks, loose earth, sane, clay, and other similar materials up to 15 feet as a bonus action. You can search earthen and stone areas from up to 30 ft away, making a Perception check to locate secret doors, traps, or hidden treasure hidden on or under the earth.

Stoneskin

At 2nd level, when a Geokineticist accepts burn, their skin turns hard as stone, granting them resistance to non-magical damage until the beginning of their next turn.

Wild Talents

Armor of Nature

Element: Earth Type: Utility (Sp);

Level 6; Burn: 0

You can create armor out of ice, stone, or metal to form around yourself. This armor lasts for 24 hours and has an AC of 14, and a a maximum Dexterity bonus of +4, being treated as light armor for other considerations.

Tremorsense

Level: 6; Burn: 0

Casting Time: Bonus Action

You can take a bonus action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 minute.

While benefiting from this tremorsense, your earth blasts and composite blasts don’t suffer a miss chance from cover or total cover against creatures you detect with your tremorsense.

Shift Earth

Level: 6; Burn: 0

Saving Throw: see text

Casting Time: 1 Action

As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a DC 15 Reflex save to leap elsewhere and avoid moving along with the earth. At 14th level, this ability can move greater quantities of earth, as the spell move earth.

Seismic Stomp

Level: 6; Burn: 0

Casting Time: 1 Action

Raising up your foot, you can slam it back down onto the ground as an action to make a shove attempt that does not provoke an attack of opportunity against all squares adjacent to you, substituting your Constitution modifier for your Strength modifier. This can only be used to knock the targets prone. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

Earthmeld

Level: 10; Burn: 0

Casting Time: 10 Minutes

You meld a creature into stone, where it can listen to conversations without being detected. This functions as the meld into stone spell, except it can work on any willing creature, not just you, and it lasts for 1 hour or until you use earthmeld again.

The melded creature, not you, decides when to step out of the stone. You can accept 1 point of burn to increase the duration of an earthmeld until the next time you recover burn. Such increased earthmelds don’t end if you use earthmeld again, allowing you to maintain multiple earthmelds.

Elemental Hand

Level: 10; Burn: 0

Saving Throw: None

Casting Time: 1 Action

You are capable of creating a large hand out of your element treating it as though it was the arcane hand spell.

You can only have 1 elemental hand active at a time; using it again while another elemental hand is still active will cause the previous one to crumble. This lasts for 1 minute, and requires concentration.

Pitfall

Level: 10; Burn: 0

Casting Time: 1 Action

You create a 10-foot-by-10-foot hole with a depth of 10 feet per two kineticist levels (maximum 30 feet) in dirt or unworked stone. You must create the pit on a horizontal surface of sufficient size. Any creature standing in the area where you first created the pit must make a Dexterity saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Dexterity saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as shove) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 15. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Stone Sculptor

Level: 10; Burn: 0

Casting Time: 1 Action

You can sculpt earth into any shape, as the spell stone shape.

Earth Tongue

Level: 16; Burn: 0

You are constantly capable of speaking to rocks and stones, including natural and worked stone, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.

This ability is always active, and rocks and stones might speak to you before you speak to them if they have something to say.

Seismic Master

Level: 18; Burn: 0

Casting Time: 1 Action

You can focus on your connection to earth and create a localized tremor, as the earthquake spell.