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Class Archetype · Beta

Sacred Kineticist

Beta Testing · PlaytestThis archetype is ready for playtesting but not yet final — mechanics may change based on table feedback. Play with DM approval; feedback welcome.

Cleric Archetype

Most clerics channel divine power in a wave — arms spread wide, energy washing over everyone around them, indiscriminate as grace itself. The Sacred Kineticist does not spread. She aims. Where other servants of the divine heal through presence and proximity, she concentrates that same sacred power into a single bolt of holy force and puts it exactly where it needs to go — into the wound of a dying ally, or through the chest of the undead thing that put them there. She has traded breadth for precision, and she has never missed.

Archetype

The Sacred Kineticist is a cleric who has learned to focus her divine energy into a concentrated kinetic blast rather than releasing it as an area of effect. She retains all standard cleric class features — spellcasting, domains, armor proficiency, orisons, and spontaneous casting — with the following exception.

Sacred Blast (Su)

This ability replaces Channel Energy.

At 1st level, the Sacred Kineticist gains Sacred Blast in place of Channel Energy. She may use this ability a number of times per day equal to 3 + her Wisdom modifier. Sacred Blast is a ranged touch attack with a range of 30 feet. It deals divine energy damage starting at 1d6 and increasing by 1d6 at every odd cleric level thereafter, to a maximum of 10d6 at 19th level. The save DC for any saving throw called for by Sacred Blast is 10 + half the Sacred Kineticist's cleric level + her Wisdom modifier.

Polarity

At 1st level the Sacred Kineticist chooses whether her Sacred Blast channels positive or negative energy. Good-aligned Sacred Kineticists must choose positive energy. Evil-aligned must choose negative energy. A neutral Sacred Kineticist may choose either, but once chosen the polarity is permanent.

• Positive Energy: Sacred Blast deals positive energy damage to undead creatures — Will save halves. Against living allies, the blast heals for the same amount instead of dealing damage, with no save required.

• Negative Energy: Sacred Blast deals negative energy damage to living creatures — Will save halves. Against undead allies, the blast heals for the same amount instead of dealing damage, with no save required.

The following table shows how Sacred Blast's damage scales and when its milestone enhancements become available.

Cleric LevelBlast DiceMilestone
1st1d6Sacred Blast, Polarity
3rd2d6
5th3d6Burn
7th4d6Sacred Mark
9th5d6
11th6d6Penetrating Blast
13th7d6
15th8d6Sacred Surge
17th9d6
19th10d6Divine Conduit

Burn (5th Level)

Starting at 5th level, before firing a Sacred Blast the Sacred Kineticist may choose to accept Burn. Each point of Burn accepted inflicts nonlethal damage on herself equal to her cleric level and adds 1d6 to that blast's damage or healing. She may accept a maximum number of Burn points per blast equal to half her cleric level (rounded down). Nonlethal damage from Burn cannot be healed by Sacred Blast itself.

Alternatively, she may expend a prepared spell slot of 1st level or higher to reduce the Burn cost of a single blast by 1 point per level of the slot expended (minimum 0 Burn). The spell slot is lost regardless of how much Burn it offsets.

Sacred Mark (7th Level)

Starting at 7th level, undead creatures that take damage from Sacred Blast must make a Will save or be Shaken for a number of rounds equal to half the Sacred Kineticist's cleric level (rounded down, minimum 1 round). This is a mind-affecting fear effect. Undead that succeed on their save are unaffected.

Penetrating Blast (11th Level)

Starting at 11th level, Sacred Blast cuts through the supernatural defenses of undead. A Sacred Blast with positive polarity overcomes energy resistance to positive energy in undead — they take full damage rather than reduced damage. Against undead with immunity to positive energy, the blast deals half damage instead of none.

The same applies in reverse for negative polarity — energy resistance and immunity to negative energy in living creatures does not protect against the Sacred Kineticist's blast.

Sacred Surge (15th Level)

Starting at 15th level, when using Sacred Blast the Sacred Kineticist may expend additional daily uses to fire multiple blasts as part of the same action. She may fire one additional blast per extra use expended, up to a maximum of one blast per 5 cleric levels — 3 blasts at 15th level and 4 blasts at 20th level. Each blast requires its own ranged touch attack roll and may target a different creature. Burn may be applied individually to each blast, with its own Burn cost calculated separately.

Divine Conduit (19th Level)

Once per day at 19th level, the Sacred Kineticist may reshape her Sacred Blast into one of the following area effects rather than a single targeted bolt:

• Line: A 60-foot line of divine energy erupts from the Sacred Kineticist. All creatures in the line are affected — undead take damage (Reflex save halves), living allies are healed (no save). This costs 1 use of Sacred Blast.

• Burst: A 30-foot burst centered on the Sacred Kineticist functions identically to a standard Channel Energy effect, healing all valid allies and harming all valid enemies within range. Using Divine Conduit as a burst costs 3 uses of Sacred Blast.

Burn may not be applied to Divine Conduit.

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