Martial Archetype

Kinetic Warrior

In battle, it is always wise to control the movement of yourself, your allies, and your enemies as much as possible.

You have been trained in techniques of channeling magic that enables you to move things around with but a thought, to aid your own movement, and to hinder your foes, and you can combine this magic with your raw strength to make you a more effective warrior.

Spellcasting

When you reach 3rd level, you tap into the ability to influence movement with a primal form of telekinetic magic. You begin to cast a few spells like sorcerers do, though your magic is rooted in your physical strength. Any spells you cast that would normally be visible, such as mage hand or earthbind, are invisible.

Cantrips. You know two cantrips from the kinetic warrior spell list. You learn another kinetic warrior cantrip of your choice at 10th level, and again at 18th level.

Spell Slots. The Kinetic Warrior Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from the kinetic warrior spell list, found at the end of this entry.

The Spells Known column of the Kinetic Warrior Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a spell of your choice from the kinetic warrior spell list, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the kinetic warrior spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Strength is your spellcasting ability for spells, since the magic is rooted in you physical power. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Strength modifier Spell attack modifier = your proficiency bonus + your Strength modifier

Kinetic Warrior Spellcasting and Spell Slots

Fighter

Level Cantrips

Known Spells

Known 1st 2nd 3rd 4th 3rd 2 2 2 — — — 4th 2 3 3 — — — 5th 2 3 3 — — — 6th 2 3 3 — — — 7th 2 4 4 2 — — 8th 2 4 4 2 — — 9th 2 5 4 2 — — 10th 3 5 4 3 — — 11th 3 6 4 3 — — 12th 3 6 4 3 — — 13th 3 7 4 3 2 — 14th 3 7 4 3 2 — 15th 3 8 4 3 2 — 16th 3 9 4 3 3 — 17th 3 9 4 3 3 — 18th 4 10 4 3 3 — 19th 4 10 4 3 3 1 20th 4 11 4 3 3 1

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantiy to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Repelling Strike

Beginning at 7th level, once during your turn, when you hit a Large or smaller creature within 30 feet of you with a weapon or unarmed strike, you can also push it up to 10 feet away from you.

You can repel larger creatures as you reach higher levels. At 15th level you can push Huge or smaller creatures, and at 18th level you can push Gargantuan or smaller creatures.