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Kineticist Composite Feats

These feats were written by the brilliant LonesomeChunk!

Chilling Mercury [three-actions]

Feat 4

Composite Water Metal Impulse Primal Overflow

Just like water, even liquid metals can freeze. Choose one creature within 30 feet to conjure liquid metals around. The creature takes 2d6 poison damage and other effects depending on its Reflex save against your class DC as you freeze the metallic substance, dropping it below sub zero temperatures.

Critical Success The creature is unaffected.

Success The creature takes half damage and takes a –5-foot status penalty to its Speed for 1 round.

Failure The creature takes full damage and 1d6 persistent cold damage and the status penalty is –10-foot status penalty.

Critical Failure The creature takes double damage and 2d6 persistent cold damage and is immobilized for 1 round.

Level (+4) The initial damage increases by 2d6 and the persistent damage increases by 1d6 (2d6 on critical failure).


Photosynthesize [one-action]

Feat 6

Composite Water Impulse Plant Primal Stance Wood

Requirements You are in an area of bright light.

By saturating the nearby area with rainwater, you encourage growth and healing. When you or an ally in your Kinetic aura regains Hit Points from a healing or vitality effect, they regain additional Hit Points equal to half your level. The target regains additional Hit Points from Photosynthesize only the first time it regains HP from a given healing effect, so an effect that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed. In addition, you and your affected allies gain resistance 2 to fire and acid damage. 

Level (+4) The resistance increases by 2.


Rejuvenating Warmth [three-actions]

Feat 8

Composite Fire Impulse Overflow Primal Water

You bring forth a spring of steaming hot water to mend your allies’ wounds. Each creature in a 15-foot burst within 60 feet regains 4d8 Hit Points and the leftover steam from the hot water lingers for 1 minute. All creatures within the steam become concealed, and all creatures outside the steam become concealed to creatures within it.
Each creature that benefited from this impulse becomes temporarily immune to Rejuvenating Warmth for 10 minutes.

Level (+2) The healing increases by 1d8.


Eruption [three-actions]

Feat 12

Composite Earth Fire Impulse Overflow Primal

Like a blistering pustule, you cause the ground beneath your foes to explode with molten earth. Each creature in a 15-foot burst within 60 feet takes 4d6 bludgeoning and 4d6 fire damage with a basic Reflex save against your class DC. The resulting pool of magma creates a field of hazardous terrain in the burst for 1 minute. A creature that moves through this hazardous terrain takes 5 fire damage for every square of the area it moves into.

Level (+2) Increase the initial bludgeoning and fire damage by 1d6 and the hazardous terrain damage by 1.


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