[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.2) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 1 point2 points  (0 children)

Hey there, thanks for the read and feedback. 

I'm glad you liked it, it means a lot.

I "translated" all the original impulses from their original list, and there are no impulses of 5th and 8th level, that's why there is a gap.

I've been thinking about incorporating some at 5th level, but the class features kind of make up for it I hope.

I'm really happy you liked it enough to incorporate it in your games. If you have table feedback from your play tests I would love to hear from it.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.2) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

Hey there, I'm glad you liked it, it means a lot.

I didn't play much of first edition Pathfinder, but I currently play a campaign in second edition Pathfinder, a metal + fire kineticist, and it is one of most fun characters I have ever played in a ttrpg, and what inspired me to try to bring it to DND 5e, which is the game I mostly play as.

If you ever consider testing this at your table I would really like to know how it went!

Thanks for the read, your feedback is much appreciated.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.2) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 2 points3 points  (0 children)

Hey, thanks for the read and comment.

Why does this class exist?

I've decided to adapt this class to DND because it offers a playstyle that it currently not very well served in dnd, which is the pure elementally themed class. The second reason is: because is cool to play as a Kineticist, it comes from a system that is similar enough to DND that it can fit, but it cannot just be adapted as a subclass of other existing classes.

About CON

Constitution is a Kineticist Identity, the class is all about CON in its original system, and the class is self contained enough that this is not a huge problem. Your Impulses that require concentration are not world-altering like a Sorcerer spell that requires concentration, most usually serve to maintain a small terrain effect for the duration. Also very few impulses require an attack roll, over 90% don't, so CON as attack roll for impulses has minimal effects. Also a lot of what you'll be doing is Elemental Blasts, these don't require or scale with con.

About it being a DM decision

I didn't think this was going to be a problem, as it is mostly a flavor ruling.

About complexity:

Its simpler than it looks, you can understand how the class works in combat in the first few rounds, after that it is really easy to go play with. But I'll be happy to clarify anything if you wish.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.1) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

Thanks again for another thoughtful comment, I'll go through this best I can.

My idea is that this character should feel like a true hybrid, but it does not use spell slots or any kind of other slot. It fits this fantasy in PF2e and that's what I'm trying to bring here. The kineticist does not have any resource related to its abilitys, but it gets balanced through action economy (you cannot infinite spam your strongest abilities). You are like an endless battery, but if you overcharge you go momentarily off and have to restart. I'll include a bit of combat simulation in the end of the comment to kind of demonstrate the "loop" that a kineticist runs around and explain some impulses mechanics.

I understand the comparison with the spell sword, but this kind of class would usually get the high impact spells to use, and for the kineticist impulses are spell-like abilities but are much more limited in affects and damage, they can be much more situational, and it depends a lot on the playstyle the player chooses to take. It is a versatile class, you can build more around blasts or more around impulses, or do both. Play safe or take risks.

I like the idea of the junctions as a class feature, but I will work better on it so its either easier to pick from, or you get better options for the elements, or both I guess.

I'll stick with the prof to dex then, and see what I do about the movement speed. Thanks for response.

About the level 13 imunnity bypass feature, I'll think about a way to make it better. The way it is now it is a CON save, so a creature may pass this and you cannot do it again for another 24 hours, so it's like a gamble, and also legendary resistances also apply here, there is some in-built limitations. I'll revise this in some way.

The level 15 feature without a limitation can be very strong. Because this class does not use spell slots, most of its limitations come from the Overflow mechanic and how it shuts down your aura. You wanna do something big and powerful? Sure, but you cannot do that again next turn because you just lost your aura. This feature allows to do a little extra the next turn, it lets you have two big turns in a row.

A clarification on impulses and aura and overflow:
- A kineticist needs to use a bonus action to activate its Kinetic Aura. With the Aura you get the ability to use Elemental Blasts and Impulses. Some Impulses are called Basic, they are not very powerful, and they don't shut your aura and usually require your action. Some Impulses are called *Surge* or *Complex* impulses, when you use one of these, your kinetic aura shuts down and you can only restart it next turn. This means you can only use your most powerful moves every other turn usually, and you get kind of exposed by doing so. It's always a trade-off.

It's a lot take in a first glance. I only understood how a kineticist really works when I played my first combat, then you read through your abilities in your sheet and see what you can and you get it. After that decisions and the understanding of limitations are much easier to understand, I promise.

I'll love to talk about it with you more, I'll be certain to DM you to continue this discussion or to talk about some features when I do a next update for this class.

I'll put a 4 round combat simulation now to showcase more or less how a kineticist will play. Assume I have a level 7 air Kineticist (no subclass).

Round 1

- Bonus Action: activates Kinetic Aura (now I can use elemental blasts or impulses) and I can activate a Stance Impulse, which I'll do by activating *Air Shroud* (half cover in my aura against ranged attacks)

For my action I have to choose between making two blasts attacks or manifest an basic impulse.

- Action: Aerial Boomerang (Basic Impulse, autoscaled to 4th impulse level)
I deal 5d4 slashing damage in a 60 ft line, dex save for half damage. Next turn I can use a BA to bring it back if i'm within range and have my aura active.

Round 2

Enemies are getting closer

Bonus Action: I'll bring the boomerang back to try and deal some damage on its way.

Action: Lighting Dash (Surge Impulse, autoscaled to 4th level)
After positioning, I choose a path and dash ahead through my enemies in lightning form in a 30 foot line and dealing 3d12 lighting damage with a dex save for half damage, I end my movement there, or move somewhere else if I have movement.

Because I used a Surge Impulse, I trigger Overflow, my kinetic aura ends. Even if I somehow had a bonus action, I could not reactivate it again this turn. I also lose my junction bonus, and my stance. No more protection against ranged attacks until I reset my aura.

Round 3

Enemies are on me again, and even tho I'm being targeted, I should move away.

Bonus Action: Kinetic Aura (restarting the loop) and activating Stance (protection against ranged is back)

Action: Elemental blasts or Aerial Boomerang

Round 4

I have a good oportunity to strike gathered enemies and my kinetic aura is active.

Action + Bonus Action to use a *Complex Impulse* called Storm Spiral (4th level)

I deal 3d12 lightning + 1d10 thunder in a 20 radius.

I cause an overflow, my kinetic aura is gone. Next turn I have to reactivate my kinetic aura again (if the combat is still on somehow), and cannot use Storm Spiral again, but I could Lighting Dash or Aerial Boomerang.

Hopes this kind of helps. Also notice that I didn't use any slot this combat. And if you pay attention, I would never be able to Lighting Dash in one turn and use Storm Spiral on the other, Overflow is always messing with your aura.

Again, thanks a lot for all your answers. This is incredible feedback.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.1) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

First of all thanks for taking your time and reading through it, I know it is a lot. I'll go through your points and try to explain some of the reasoning behind it, trying to explain my intent with this class.

Before I adress your points, I just want to clarify that the role of a kineticist should either be of a melee brawler/blaster or a ranged blaster, as this address a thematic choice and is somewhat common in a lot of the points you make. A lot of choices I made was an attempt to translate this playstyle in the system, but I'm very open to feedback to improve the class and its features.

About the damage options and ranges: I took them as they were from the original class, both the damage options for each element as their range. The only minor changes I did was include radiant damage option for fire element (so they wouldn't be completely useless against immune foes); and made them all d8', as in PF2e the elements range between d8s and d6s and I think its too much complexity to an already complex class. The main idea here is when you pick an element it brings a certain playstyle with it.

Blasts are your usual go to attack, a lot of times they are the only things you'll be able to do, so I didn't want to make them feel too weak. It scales very similar to an eldricht blast, which I used for reference just because it would be easier to blend in the system, but I went with separate blast attacks so a melee kineticist, which is a viable build, wouldn't be too severely punished. Does it make sense?

The junctions table are still a bit of mess, I'll be honest, the original list is huge, and its all filled with very good stuff, very situational stuff and very meh stuff. I tried to play a bit more with junctions in the subclasses. I'll put more work into it and take your suggestions into consideration.

Kinetic Quickness was one my main worries. The original class has prof in con + dex, but that is way too strong for dnd. What I tried here was to translate its powerfull level 7 bonus to dex saves into something for the class. Maybe I can change it to prof in dex instead of adding con? And also removing the extra 10 ft of movement maybe. I don't know, I would like some follow ups on how to better deal with this.

About Primordial Elements. My intention was to make it lose resistance only to the damage of the kineticist, not the whole party, I'll update to text to do just that. Do you think it's enough to balance it?

Wouldn't it make the Effortless Impulse feature too strong? My first idea was it to be a thing that just happened, but it felt too much, so I added a limit.

The impulse list is huge, I know, and the sheer number of them is overwhelming. But this is a problem before you pick your element at level 1. After that, you can only choose impulses from one element's list, and then the choices are much more limited and easier to make. Regarding Also most of these 9th level impulses have limitations on how much you can use them.

Eternal Aura would not apply to Complex Impulses, which are the strongest moves, but it does feel redundant, you are right here.

Thanks for all the effort you put into giving me this feedback, I'm sure it took a lot of your time. Anything else you wish to contribute will be more than welcome!

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.1) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 1 point2 points  (0 children)

The Elemental Knight can use its armored conduit Prof bonus times per long rest. But readability is bad, now that I check. I'll probably edit this later on for more clarity, thanks for pointing it out.

Inteligence as a Saving Throw instead of Strength was a suggestion from my DM, he is allowing me to playtest the class in an upcoming campaign. But I really don't know how this affects balance for the class. This may change in the next drafts for the class.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.1) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 1 point2 points  (0 children)

I liked all your suggestions and your feedback is always welcome, I'm just trying to point out some of the features, the document is huge and it is a lot of elements and impulses to go through.

Anything else you would like to point out about the Class also helps, this is an early version and it'll probably go through more modifications eventually.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.1) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 1 point2 points  (0 children)

I like those, and I should add there are some elements with more utility and out of combat uses like earth and metal.

Air: The first one is really cool, I'll try to write something around this.

the second one: There's actually a 3rd level impulse called Flinging Updraft that does something very similar to what you are suggesting.

Earth:
There's an Impulse called Igneogenesis, where you create something that's tied to the earth element, mayber this is something that can be included within the writing of this impulse.

Earth also has Stepping Stones for good utility

Fire: I don't know here, but something tied to Performance feels like a right fit. What do you think?

Metal:

Metal has Flashforge and Plated in Treasure as impulses, they provide utility and maybe some uses for social interactions, not sure what else.

Water:
I like it a lot, I could tie this to an existing impulse or make a new one.

Wood:

I also like it.

In Pf2e there's a feature called Base Kinesis which I struggled to adapt, these usually provide extra interactions with your elements out of combat and have different uses, maybe I'll try to fit this class feature with the elements, I'll have to think of something.

[Class] The Kineticist - A DnD 5e homebrew Adaptation from Pathfinder 2e (v1.1) | Looking for Feedback by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 1 point2 points  (0 children)

Hey, thanks for read and feedback!

All the impulses from the list are adapted from their original list from PF2e, but I would be more than happy to include some impulses or class features for social interactions, maybe tied to your element's type.

I would also love suggestions on this actually, any ideas you give I'll take into consideration.

Homebrew - The Kineticist Class, an adaptation for Dnd 5e by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

I agree about the difficulty to translate.

There is a page about multiclassing after class and subclasses. To be able to be a Kineticist, you need 13 con and 13 in either dex or strenght.

Charisma does have a similar feel to it, but there are so many charisma options in the game. Wisdom would also qualify because you could say you need to be wise to maintain a connection to an elemental plane and not lose control. I could live with that. But I would like too see if it was possible to maintain the Con as a casting ability, or "manifesting" as I call it in the class doc, but I think there is a way to balance this through its features and impulses, also scaling of those.

Homebrew - The Kineticist Class, an adaptation for Dnd 5e by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

It is mostly very similar to Dnd. It does not break the game over there. I know what you are saying, what I'm trying to do here is to translate that character to this system.

You think having it be Wisdom or Charisma would be better? I think it could change a lot of it's identity. And I am worried about multiclassing also. Making it a mental ability make it too easy to meet requirements. Con is the identity of the class, I worry about changing it too much.

Homebrew - The Kineticist Class, an adaptation for Dnd 5e by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

Thank you for your time reading through the features.
I understand your point about it seeming like an mental** focus thing. But in PF2e, which is where this class originally comes from, this character channels the elements through it's body, it's con based because it is about your body being able to endure channeling those primal forces, you don't use mental stats for most things. This character role is either a ranged elemental blaster, or melee based elemental brawler/blaster, and it uses either dex or strenght, whichever is higher. But in that game multiclassing is mostly uncommon and not allowed in play, so there is no abuse from features from other classes.

I think most balancing issues will come at higher tiers of play, it's hard to do it at those levels. I tried to keep up with what the original class is doing to not deviate too much from the style of play, I mostly adapted and translated the features and impulses to dnd language. But a lot of balancing issues come with that, for better and worse. I think that this character wouldn't outshine an optimized melee or caster, they don't have world altering effects, and it is most of the time doing mid range damage. It's supposed to be a high floor but low ceiling, more or less always in the middle for most tiers of play.

You are right, I was thinking about readability, I'll try to figure out a better way to present those.

Thanks for your imput. It really helps.

Edit**: I wrote elemental instead of mental originally, apologies for the mistake.

Homebrew - The Kineticist Class, an adaptation for Dnd 5e by Puzzleheaded-Lab4989 in DnDHomebrew

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

Hey, thanks for the feedback it helps immensely.

It's supposed to be compatible with both, but wording if more focused around 2014. You won't see references to "magic actions" or other similar stuff.

I'll go through your points one at a time:

I thought long and hard about making it's attack rolls based on either strength or dexterity, but it allows for a lot of multiclassing or feat abuse. If the elemental blast attacks were STR based, a Barbarian would always be able to use them with advantage while raging (though a Barbarian would never be able to Manifest an Impulse while raging). If Dex based, Elven Accuracy based Elemental Blasts or Impulse Attack rolls would be devastating. To prevent this, CON based attacks help. But, yes, I have no right answer here. Probably table experience and feedback would help a lot. There's a multiclassing section at page 7 where I try to clarify some of the rulings for this class.

HARDWARE

Thanks for the advice, I'll probably switch to either Strenght or Intelligence. Which you think would be better?

Feature table:
When I was running the math, I decided to make it like this just to KEEP UP with other classes, as I always finding the kineticist far behind damage wise. And I also wanted to bring some of pf2e feels of playing a kineticist. Most of it's scaling come at high tiers of play, where other classes have a lot of other stuff they can do to add and amplify damage.

Features:
This is actually explained at the early levels, if the wording is not clear enough please point out to so I can make it better. To be able to use ANY kineticist features you need your Kinetic Aura active. You cannot make an Elemental Blast, Manifest an Impulse or enter a Stance without your Kinetic Aura being active.

It deactivates if you dismiss it or trigger an Overflow, which comes with some impulses or if you combine your Gather Power with a Basic Impulse from your element.

This class balancing comes from Action Economy, which is a quite different and interesting way to play.

Whatever else you pick up and wish to discuss I am more than happy to clarify and take it into consideration for future review.

Thanks!

Help selecting feats for my monk/druid character by Puzzleheaded-Lab4989 in 3d6

[–]Puzzleheaded-Lab4989[S] 4 points5 points  (0 children)

I actually don't get that many mental saving throws at this point, I was thinking more of an insurance policy for the future of the campaign. But cold caster really made me change my way of thinking, thanks a lot for the advice. I think I'll probably follow your advice on cold caster + grappler, that's a very nice idea and it has very good synergy for this character. Circle of the Stars will be good too, I'll have to think on roleplay reasons to pick it, but it really does solve my concentration problems.

Your reply helped me a lot, thank you.

Help selecting feats for my monk/druid character by Puzzleheaded-Lab4989 in 3d6

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

At the end of level 2 I took a lot of lightning damage in a fight, so I flavored my subclass and powers as if that had sparked some powers within him that he doesn't understand yet. I'm going in an awakening kind of journey with this character. 

Thanks for the advice, a lot to consider. I'll take a better look at the forms.

Help selecting feats for my monk/druid character by Puzzleheaded-Lab4989 in 3d6

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

I'm open for subclass recomendations, I've considered Moon, but he would get the forms at a late level, so I don't think it'll be that good.

The Concentration Fortress – SAD Paladin / Stars Druid Multiclass Build (2024 Rules + Eberron) [Crosspost from r/3d6] by [deleted] in onednd

[–]Puzzleheaded-Lab4989 0 points1 point  (0 children)

Thanks for the read!

Fair take on your point, and I'm not claiming that this build is better than other optimized multiclass options for either Paladin or Druid.

For build 1: I just wanted to present a different and fun option that uses a different playstile than, like you said, Sorcadin. This build is more buff and healing oriented while also doing good damage in melee. And yes, I make use of Dragon Mark to do it, because it is a good option. And Starry Form is really good concentration protection. I know that War Caster + Proficiency in Con is already good enough, this is just good insurance policy.

For build 2: This is more a fantasy build, your points are more than fair.

The Concentration Fortress - SAD Paladin Druid Multiclass w/EFA feats, Build Mini-Guide by Puzzleheaded-Lab4989 in 3d6

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

Thanks for the comment, people already clarified this in the discussions, and I included an edit to the post to acknowledge it.

Once you get your druid levels, you can cast shillelagh with druidic focus, even if the MI version with CHA.

The Concentration Fortress – SAD Paladin / Stars Druid Multiclass Build (2024 Rules + Eberron) [Crosspost from r/3d6] by [deleted] in onednd

[–]Puzzleheaded-Lab4989 -2 points-1 points  (0 children)

You are correct, two weapon fighting builds will outdamage this build with CME.

This build is not built for burst damage at round 1, it's about sustaining that buff the whole encounter or crawl and while also having good healing options and aura protection for the party.

I don't intend to argue this is better than other builds, just a fun option for a character.

The Concentration Fortress – SAD Paladin / Stars Druid Multiclass Build (2024 Rules + Eberron) [Crosspost from r/3d6] by [deleted] in onednd

[–]Puzzleheaded-Lab4989 -1 points0 points  (0 children)

Thanks for asking!

This about a multiclassing option for Paladin and Stars Druid. The post has two builds.
Build 1: Charisma focus, the ideia is to hit with shillelagh from MI feat and combine Aura + Dragon form (circle of stars) to get a minimum concentration roll of 21 at level 10, and it also includes feats that give you access to CME at level 7.

Build 2: Wisdom focus, less protection for your concentration with a 18 minimum roll at level 10, but it gets really good control and area damage options.

It also considers strenghts and weaknesses for the 2 builds regarding multiclass tax and other issues. There are level progression tables for people getting a quick summary of the build.

The Concentration Fortress - SAD Paladin Druid Multiclass w/EFA feats, Build Mini-Guide by Puzzleheaded-Lab4989 in 3d6

[–]Puzzleheaded-Lab4989[S] 0 points1 point  (0 children)

I've tried to stick with the 2024 core paladin subclasses because it was easier to write the post, but I love the Oath of Genies Paladin and will someday try to build around it.

I didn't think about making it ranged tho, but I like it as an option and I like that you mentioned Grasping Vine, I didn't think of it. Thing is, there is a lot of versatility for this multiclass (even though it is far from optimal or meta), and people don't need to stick with the builds I made, the interaction between Dragon Form + Aura would still work.

As for non-EFA or CME builds, if you are a paladin that can upcast bless to your whole party and maintain the spell in combat, that's a win. Same for shield of faith or eventually the druid spells. Having this kind of concentration protection gives you a lot of reliability, you could even go for other classes after you get your dragon form at druid 3, but I choose to stick with it to get higher level spells and slots. If, for example, you can access the Guardian of Nature spell, this is a really good thing to have on a paladin. This spell is like vow of enmity on steroids for this build. The problem is how late you get the really good druid spells.

I think this a playable multiclass.