You are on page 1of 3

Kinetic Drifter

A Martial Archetype for the Fighter Class


A Dexterity-based Fighter Martial Archetype who can quickly navigate the battlefield and is
rewarded with magic ranged weapon attacks for successfully attacking enemies.

Inspired by the main character of the Heart Machine game, Hyper Light Drifter, and the Gunslinger
Fighter Martial archetype by Matthew Mercer

The kinetic drifter can quickly but hazardously skirt around and among their
enemies. They gain their arcane bestowed kinetic charge by striking their
foes, which they use to conjure and fire their arcane kinetic arms. These
kinetic arms have a variety of different abilities allowing the Kinetic Drifter to
make a puzzle of the enemies on the battlefield.

by Matthew R. Gemmell

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. Kinetic Drifter 1
Drift • Additionally at 7th level you gain the ability to
Starting when you pick this archetype at 3rd level equip two tier 2 Kinetic arms.
you can drift as an action, bonus action or a reaction. • At 10th level you gain the ability to use the
A drift can be taken as a reaction to any attack. Alternative Attack of your kinetic arms.
With a loud whoosh you move in a straight line in Your equipped Kinetic arms can be changed after a
any direction at a distance of 20 feet in an incredible long rest.
short burst of arcane speed. This can be used to dash Kinetic arms are a part of you and are dispelled if
over gaps as long as you start and end on a surface. they leave your grasp or if you become unconscious
You cannot dash up into the air if you don’t have a fly or die. Kinetic arms are arcane and are dispelled by
speed. antimagic effects such as the Dispel Magic spell or a
During a drift: Beholder’s anitmagic cone. The user can dispel
kinetic arms at will.
• Enemies have disadvantage on attacks against you.
• You have advantage against area of effect attacks
with dexterity saves (e.g. fireball) if you are no
Kinetic hands
Starting at level 7, you can use your kinetic arms
longer in the area of effect at the end of your drift.
even if you have no hands free. When you conjure
If you make the save you receive none of the
your kinetic arms you may also conjure arcane
effects of the attack.
hands as part of the same conjuration. You control
• If you cross paths with an object or creature that is
the hands, which will hold and use the kinetic arms.
one size smaller than you or larger during your
These arcane hands are dispelled when the weapons
dash you immediately stop and fall prone. The
are dispelled and they cannot leave your space. The
creature or object is unaffected.
arcane hands can only interact with your Kinetic
• The effect of rough terrain on a drift is arms.
circumstantial and decided by the DM.
You cannot drift if: Quick drift
Starting at level 10, you can perform 1 drift action
• You are in armour you are not proficient in
before initiative is rolled in an encounter if you are
• You cannot normally move e.g. if you are
not surprised. If you roll a natural 20 for initiative
restrained.
you may drift once more. These drifts do not count
• You don’t have normal movement speed in your
towards your available actions during your first turn
current situation, i.e. you cannot dash underwater
or the ability to carry out a reaction during the first
if you don’t have a swim speed.
round of combat.
Max Kinetic Charge Lightning recharge
Starting at level 3 you gain a max kinetic charge of 6
Starting at 15th level, you can recharge any Kinetic
plus your Wisdom modifier. Kinetic Charge is gained
arm as a bonus action.
by attacking enemies. You gain 1 kinetic charge per
successful melee weapon attack. Your current
Kinetic charge increase
kinetic charge amount is not affected by short or
Starting at 15th level, you gain 2 kinetic charges per
long rests.
successful melee weapon attack.
Kinetic Arms Controlled drift
Also starting at 3rd level you become proficient with
By 18th level you have mastered your drifting
Kinetic arms and can conjure and use Kinetic arms.
abilities. Instead of taking one 20ft drift you can take
Kinetic arms are the arcane manifestation of a
2 consecutive 10ft drifts instead. The second of these
fighter's skill. You must have one hand free to
drifts can be no more than a 90 degrees turn
conjure a kinetic arm, which you can do so as part of
compared to the first.
the attack action.
You have ready access to a certain amount of kinetic Increased Max Kinetic Charge
arms based on your fighter level. At level 18 your maximum kinetic charge is 12 plus
• At 3rd level you gain the ability to equip one tier 1 your wisdom modifier.
Kinetic arm.

Not for resale. Permission granted to print or photocopy this document for personal use only. Kinetic Drifter 2
Kinetic Arms Properties Piercing. If the attack hits you make an attack roll
Due to their arcane nature Kinetic Arms have against every creature in a line directly behind the
various properties. Some properties are followed by target within the normal range.
a number, which indicates an element of the Water. This has none of the normal disadvantages
property (outlined below). for ranged weapons underwater.
Kinetic Arms act as Magic Ranged Weapons. Pinning. If a creature of large or smaller size is
Charge. The Charge score indicates how much successfully hit and there is a suitable object behind
Kinetic Charge needs to be spent per weapon attack. them they become grappled as they are pinned to
Recharge. Once an attack is made with the the object. To escape they must make a strength
weapon no Kinetic Arms can be used till your next saving of DC 8 + your proficiency modifier + your
turn. Dexterity modifier. They can make this save as an
Charging. The weapon's attack takes two attack action on their turn.
actions but only one attack roll. You cannot use the Siege. The weapon does double damage against
weapon during a reaction. objects and structures.
Scatter. An attack is made against each creature Gattling. If the weapon is used in consecutive
within a cone designated by the max range. These attacks on the same turn the amount of damage dice
attacks are simultaneous. There is no disadvantage used for damage is increased. On the second
for enemies 5 feet away who take full damage. consecutive attack the amount of damage dice are
Enemies between 10 feet and normal range take doubled, on the third and above the amount of
quarter damage, enemies between normal and long damage dice are quadrupled i.e. 1,2,4,4,4 etc.. This
range take one-eighth damage. increase occurs whether the attack rolls are
A scatter attack can give no more 100% damage successful or not.
total across the enemies it hits. The closest enemies
have the highest damage priority. The DM decides
this after all attack rolls.
Kinetic arms
Weapon Tier Primary Attack Alternative Attack
Damage Range Properties Damage Range Properties
Kinetic Pistol 1 1d6 piercing (30/60) Charge 1 3d6 bludgeoning (20/40) Charge 2
Blue Fire 1 1d6 fire (15/30) Charge 2, 1d6 ice (20/40) Charge 2,
Scatter Piercing
Bittersweet 1 1d8 radiant (10/20) Charge 2 1d8 necrotic (10/20) Charge 2
Shotgun 2 5d6 piercing (10/20) Charge 3, 4d6 piercing (15/30) Charge 3,
Recharge, Recharge,
Scatter Scatter
Rail Gun 2 2d6 piercing (30/60) Charge 2, 7d6 piercing (30/60) Charge 4,
Recharge, Recharge,
Piercing Charging,
Piercing
Spear Gun 2 1d8 piercing (30/60) Charge 2, 2d8 piercing (45/60) Charge 4,
Pinning Pinning
Cannon 2 4d10 bludgeoning (60/120) Charge 6, 1d8 force and 1d8 (45/60) Charge 3,
Recharge, thunder Recharge 1,
Charging, Charging,
Siege Scatter
Gattling Blaster 2 1d8 force (30/120) Charge 2, 5d12 force (60/120) Charge 6,
Gattling Recharge,
Charging

Not for resale. Permission granted to print or photocopy this document for personal use only. Kinetic Drifter 3

You might also like