Naturakinetic

*Naturakinetic espers possess the ability to utilize apeiron energy to create, shape, and manipulate various elements, such as fire, ice, lightning, and earth.*

## Class Features

As a naturakinetic you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per naturakinetic level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per naturakinetic level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: Pistols, and choose either Melee or SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Constitution, Charisma
**Skills**: Choose any three

### Equipment

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

* (a) P-10 Predator or (b) SM-5 Shuriken
* (a) Baton or (b) Knife
* Stock Light Armor

### Powercasting

After being subjected to apeiron radiation, you developed apeiron nodules throughout your nervous system, allowing you to channel and manipulate apeiron energy. This energy fuels your powers.

#### At-Will Powers

At 1st level, you know two at-will powers of your choice from the Naturakinetic Powers list. You learn additional at-will powers of your choice at higher levels, as shown in the At-Will Powers section of the Naturakinetic table.

#### Power Slots

The Naturakinetic table shows how many power slots you have to cast your naturakinetic powers of 1st through 4th level. The table also shows what the level of those slots is; all of your power slots are the same level. To cast one of your naturakinetic powers of 1st level or higher, you must expend a power slot. You regain all expended spell power when you finish a long rest.

For example, when you are 5th level, you have two 2nd-level power slots. To cast the 1st-level power *Electric Bolt*, you must spend one of those slots, and you cast it as a 2nd-level power.

#### Powers Known of 1st Level and Higher

At 1st level, you know three 1st-level powers of your choice from the naturakinetic powers list.

The Powers Known column of the Naturakinetic table shows when you learn more naturakinetic powers of your choice of 1st level or higher. A power you choose must be of a level no higher than what's shown in the table's Power Level column for your level. When you reach 6th level, for example, you learn a new naturakinetic power, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the naturakinetc powers you know and replace it with another power from the naturakinetic powers list, which also must be of a level for which you have power slots.

#### Powercasting Ability

Charisma is your powercasting ability for your naturakinetic powers, so you use your Charisma whenever a power refers to your powercasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a naturakinetic power you cast and when making an attack roll with one.

**Power save DC** = 8 + your proficiency bonus + your Charisma modifier

**Power attack modifier** = your proficiency bonus + your Charisma modifier

### Elemental Affinity

Starting at 1st level, you have an affinity with an element of your choosing: Fire, Ice, Electricity, Air, and Earth. You become resistant to the damage type of your elemental affinity. This does not effect the type of naturakinetic powers you can choose.

 Ice
 Electricity
 Air
 Earth

### Energy Points

By 3rd level, you learn to better utilize the wellspring of apeiron energy at your disposal. This wellspring is represented by energy points, which allow you to create a variety of extraordinary effects.

* **Energy Points.** You have 3 energy points, and you gain more as you reach higher levels, as shown in the Energy Points column of the Naturakinetic table. You can never have more energy points than shown on the table for your level. You regain all spent energy points when you finish a long rest.
* **Adaptable Power.** You can use your energy points to gain additional power slots, or sacrifice power slots to gain additional energy points. You learn other ways to use your energy points as you reach higher levels.
	+ ***Creating Power Slots.*** You can transform unexpended energy points into one power slot as a bonus action on your turn. The Creating Power Slots table shows the cost of creating a power slot of a given level. Any power slot you create with this feature vanishes when you finish a long rest.
	+ ***Converting a Power Slot to Energy Points.*** As a bonus action on your turn, you can expend one power slot and gain a number of energy points equal to the slot's level.

 2nd
 3rd
 4th

### Elemental Control

Starting at 3rd level, you gain the ability to twist your naturakinetic powers to suit your needs. You gain two Elemental Control options of your choice. You gain another one at 6th and 9th level.

You can use only one Elemental Control option on an ability when you activate it, unless otherwise noted.

### Affinity Boost

Beginning at 6th level, when you use a naturakinetic ability that deals the damage type associated your elemental affinity, you can add your Charisma modifier to the damage roll.

Additionally, when you are hit by a melee attack, you can use your reaction to deal elemental damage equal to your level to the attacker. The type of damage you deal is associated with your elemental affinity, and one of the following effects occurs:

* **Air.** You blast a current of air at the attacker. They must make a Strength saving throw. On a failed save, they are pushed 5 feet away from you in a direction you choose.
* **Electricity.** You throw a bolt of electricity at the attacker. They must make a Constitution saving throw. On a failed save, they are stunned until the end of their next turn.
* **Ice.** You cause numbing frost to form on the attacker. They must make a Constitution saving throw. On a failed save they have disadvantage on the next attack roll they make before the end of their next turn.
* **Fire.** You flash a blaze of fire at the attacker. They must make a Dexterity saving throw. On a failed save, they are blinded until the end of their next turn.
* **Earth.** You pull a mound of earth up towards the attacker. They must make a Dexterity saving throw. On a failed save, they are restrained until the end of their next turn.

### Concentration

Starting at 9th level, you can push your mind to its limit. If you are already maintaining a concentration power, you can cast another power that requires concentration and maintain it. If you take damage you must make a separate Constitution saving throw to maintain each power.

Once you use this feature, you can't use it again until you finish a short or long rest.