```metadata title: Dynamist description: '' tags: [] systems: - 5e renderer: legacy theme: 5ePHB ``` ```css /* A4 Page Size */ .phb { width : 210mm; height : 296.8mm; } ``` # Dynamist Class v1.2.7 An armored dragonborn charges through the frontline, discharging a quick round of fire from her pistols before switching to throwing daggers, which she starts tossing at the ene-my line. She outspeeds the rest of her squa-dron, pushing far into the opposing ranks and cleaving a breach in them. A young, lithe dwarf touches the shackles on the priso-ner, disintegrating the lock and leading them back through the path he had previously carved in the rock to get in the cell. Before exiting, he hands his new companion a few shivs made out of the very same rock. A human physician lays her blood-covered hands on the almost severed arm of her patient and the flesh starts to fuse back together. A few moments later, she lets out a deep breath and looks at her job from afar, the limb mended but raw. It's not pretty, but it'll work. A dynamist is always a force of change in their own way, be it through brute force or shifting guile, and may act either as a helping hand or as a wave of destruction. ### Forces of Change Dynamists are experts at imparting forces, energy and movement onto matter, both inorganic and organic. Their magic allows them to manipulate speed, inertia and momentum of objects and people, as well as altering their internal structure. Different dynamists acquire and learn different ways of using their abilities, and many show great aversion to the manipulation of living matter, especially that of other huma-noids, which is widely considered taboo. ### Versatile Magic Dynamism is a special kind of magic that lends itself well to combat and warfare, which most dynamists often dedi-cate themselves to, but it also helps with a wide variety of activities that deal with the manipulation of matter. Make sure to talk to your DM about how this class may fit in and interact with the setting that you will be playing in, so that both of you are satisfied with the character. ### Creating a Dynamist When making a dynamist, the most important question to ask yourself is how does your character view their new-found powers: as a weapon, as a tool, or a mix of both? If you favor offense and straightforward combat, you will most likely enjoy the Kinetic Expertise subclass and its Strategies, while if you prefer versatility in available tools for problem-solving purposes, the Metamorphic Expertise might be more up your alley. Regardless, there are many possible combinations that fit both points of view. The Cor-poral Expertise can fit alternative roles, and may take hea-ling options as well as serve as a different way of enhancing offense and defense. #### Quick Build You can make a dynamist quickly by following these suggestions. First, choose between Strength and Dexterity to be your highest ability score, followed by Charisma and Constitution. Second, choose the soldier background. ``` ```
##### The Dynamist | Level | Proficiency Bonus | Features | Dynamism Points | |:---:|:---:|:---|:---:| | 1st | +2 | Fighting Style, Natural Impulse, Metamorphic Will | ─ | | 2nd | +2 | Dynamism, Strategies | 2 | | 3rd | +2 | Dynamist’s Expertise | 3 | | 4th | +2 | Ability Score Improvement | 4 | | 5th | +3 | Extra Attack | 5 | | 6th | +3 | Improved Dynamism, Dynamism Infusion | 6 | | 7th | +3 | Expertise Feature | 7 | | 8th | +3 | Ability Score Improvement | 8 | | 9th | +4 | Powerful Inertia | 9 | | 10th | +4 | Improved Dynamism | 10 | | 11th | +4 | Expertise Feature | 11 | | 12th | +4 | Ability Score Improvement | 12 | | 13th | +5 | Unrelenting Movement | 13 | | 14th | +5 | Improved Dynamism | 14 | | 15th | +5 | Expertise Feature | 15 | | 16th | +5 | Ability Score Improvement | 16 | | 17th | +6 | Dynamic Unraveling | 17 | | 18th | +6 | Expertise Feature | 18 | | 19th | +6 | Ability Score Improvement | 19 | | 20th | +6 | Eternal Drive | 20 |
## Class Features #### Hit points **Hit Dice**: 1d10 per dynamist level
**Hit Points at 1st Level**: 10 + your Constitution modifier
**Hit Points at Higher Levels**: 1d10 (or 6) + your Constitution modifier per dynamist level after 1st #### Proficiencies **Armor**: light and medium armor, shields
**Weapons**: simple weapons, martial weapons, improvised weapons, firearms (at DM's discretion)
**Tools**: tinker's tools
**Saving Throws**: Strength, Dexterity
**Skills**: Choose two from Acrobatics, Athletics, Medicine, Investigation, Perception, Religion and Survival
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\page #### Equipment You start with the following equipment, in addition to the equipment granted by your background:
• (a) a one-handed melee weapon and a shield or (b) two martial weapons
• (a) leather armor or (b) scale mail
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack

### Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - **Defense**: While you are wearing armor, you gain a +1 bonus to AC. - **Dueling**: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - **Great Weapon Fighting**: When you roll a 1 or 2 on a damage die for an attack you make with a melee wea-pon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have either the two-handed or versatile property for you to gain this benefit. - **Interception**: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. - **Protection**: When a creature you can see attacks a tar-get other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - **Thrown Weapon Fighting**: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. - **Two-Weapon Fighting**: When you engage in two-wea-pon fighting, you can add your ability modifier to the damage of the second attack. - **Unarmed Fighting**: Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modi-fier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ### Natural Impulse Also at 1st level, your base walking speed increases by 5 feet, and the short and long ranges of weapons with the Thrown property increase in 10 feet when you attack with them. Additionally, the distance you can clear in a long or high jump is doubled. ### Metamorphic Will Finally, at 1st level, you learn the *Mending* cantrip. Charis-ma is your spellcasting ability for this cantrip. When you use this cantrip, you can choose to cause a break or tear in an item instead of repairing one, with the same limitations. ``` ``` ### Dynamism Starting at 2nd level, your innate ability to displace and alter matter starts to fully manifest, represented by a num-ber of dynamism points. Your dynamist level determines the number of points you have, as shown in the Dynamism Points column of the dynamist table. These points are the font of your power and the main resource of this class's abilities. When you spend a dynamism point, it is unavailable until you finish a short or long rest, at the end of which you reco-ver your energy and all of your expended dynamism points. During such rests you must eat an amount of food equi-valent to half a day’s sustenance, in addition to the usual necessary amount, in order to regain the required energy. #### Dynamist's Strategies You can also spend these points to fuel various other fea-tures, called strategies, which are included at the end of the class description. These strategies represent the different ways in which a dynamist can use its power. You start knowing three such strategies, and learn one more of your choice at 6th, 10th and 15th level. Each time you learn new dynamist strategies, you can also replace one strategy you know with a different one. If a strategy has a subclass or level requirement, you must meet that prerequisite in order to learn it. #### Dynamism DC Some of these dynamism features and strategies require their target to make a saving throw to resist the feature's effects. The saving throw DC for those features is calculated as follows:
**Dynamism save DC** = 8 + your Proficiency modifier + your Charisma modifier
### Dynamist’s Expertise At 3rd level, you can choose to focus on one of the following areas of dynamist expertise: Kinetic, Metamorphic or Cor-poral dynamism. This choice grants you new features at 3rd level and again at 7th, 11th, 15th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Metamorphic Will Improvement At 5th level, the size of the break or tear you can repair or create with Mending increases to 5 feet in any dimension. ### Dynamism Infusion Beginning at 6th level, your unarmed strikes and attacks you make with melee weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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\page ### Powerful Inertia Starting at 9th level, your base walking speed increases by another 5 feet, and you gain advantage on ability checks and saving throws made to resist becoming prone or being grappled or restrained. Additionally, you have advantage on initiative rolls. ### Metamorphic Will Improvement At 11th level, the size of the break or tear you can repair or create with Mending increases to 10 feet in any dimension, and you can cast it as an action. ### Unrelenting Movement Starting at 13th level, your movement remains unimpeded despite the harshness of the terrain. Difficult terrain no longer affects you, and you gain a swimming and climbing speed of 30 feet each. ### Dynamic Unraveling Beginning at 17th level, you can spend 7 dynamism points to cast the *Disintegration* spell once without verbal or ma-terial components, using Charisma as your spellcasting abi-lity. When you do so, you can only target objects, constructs and creations of magical force. You regain the ability to cast it again at the end of your next long rest. ### Metamorphic Will Improvement Also at 17th level, you can cast *Mending* to repair magical items while trying to keep the magic intact, except for arti-facts or sentient items. Doing so takes 1 hour. After that hour has passed, roll a d100. On a result of a 5 or lower, the item is repaired but it still loses its magic. ### Eternal Drive At 20th level, when you roll for initiative and have no dyna-mism points remaining, you regain 4 dynamism points. ## Dynamist's Expertise Most dynamism practices are usually classified into two groups: kinetics and metamorphics. Both are, however, only applied to non-living matter as a result of moral beliefs. Those who break the taboo and apply either kind of dynamism to living matter are known as *corporalists*, and shunned to ostracism by those who reject such actions. ### Kinetic Expertise Dynamists who choose to explore the extent of their kinetic abilities often find themselves with an enhanced arsenal for combat, being able to affect the speed, momentum and inertia of items within their reach and, at their peak, further away than they could have imagined. #### Kinetic Empowerment At 3rd level, your understanding of kinetic energies allows you to empower your attacks to grant more power to your strikes. Whenever you make an attack with a melee wea-pon or unarmed strike and hit a creature with it, you can expend 1 dynamism point to add force damage equal to your Charisma modifier to the damage. ``` ``` #### Natural Improviser Also, at 3rd level, you can use all the potential of impro-vised weapons. When you make an attack with an impro-vised weapon, its damage die is 1d6 instead of 1d4, and you can use either your Strength modifier or your Dexterity mo-difier for the attack and damage rolls of thrown improvised weapons. #### Evasion At 7th level, your instinctive mobility lets you dodge out of the way of certain area effects, such as a blue dragon's light-ning breath or a *Fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. #### Advanced Kinetics Starting at 11th level, your grip on kinetics strengthens. You can spend additional dynamism points when using Kinetic Empowerment, up to your Proficiency modifier, and add 1d8 force damage per additional point spent to the damage of the attack. #### Extended Defense Starting at 15th level, you can dampen the energy of any attacks around you. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against the triggering attack, potentially causing it to miss. The bonus equals your Charisma modifier. If the attack misses, you can make one weapon attack against the attacking creature as part of this reaction, provided that it is within range. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Far Reach At 18th level, you can spend 6 dynamism points to cast the *Telekinesis* spell once without verbal components, using Charisma as your spellcasting ability. You regain the ability to cast it again at the end of your next long rest. ### Metamorphic Expertise Dynamists who choose to explore the extent of their meta-morphic abilities usually discover themselves to be capable of producing mundane objects out of scrap materials and destroying them just as easily, as well as modifying existing ones to better suit their needs, augmenting their versatility in and out of combat. #### Metamorphic Versatility At 3rd level, you can make a weapon or tool out of almost any material. As an action you can spend 1 dynamism point to produce one Small inanimate, nonmagical item or, instead, a number of Tiny inanimate, nonmagical items equal to your Charisma modifier. To do so, you must have the appropriate materials at hand. The objects you create must be composed of only one piece and one type of mundane material like wood, steel, rock, ice, etc. The objects last for 1 minute, after which the internal energy used to create them renders them useless.
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\page #### Weaponized Alteration Also, at 3rd level, you gain proficiency with smith’s and al-chemist’s tools, and you can spend 1 hour of work and 2 dynamism points to add or remove a mundane property to or from a nonmagical melee weapon. For example, you may add the Versatile property to a rapier, or remove the Heavy property from a pike. A weapon cannot have the Light, Finesse or Thrown properties at the same time as the Heavy property, nor the Versatile property at the same time as the Two-Handed property. Adding the Thrown property gives the weapon a short range of 20 feet and a long range of 60 feet. A weapon cannot be altered in this way more than once, nor can these changes be undone without rendering the weapon useless beyond repair. #### Terrain Morphing Starting at 7th level, the ground itself molds under your will. You can spend 3 dynamism points to cast the *Earthen Grasp* spell without verbal or material components, using Charisma as your spellcasting ability. When you do so, the spell doesn’t appear to be a hand, but rather resembles an amorphous shape surrounding and trapping the affected creature. Once you have used this feature, you regain the ability to cast this spell again after you have finished a short rest. #### Improved Weaponsmith Starting at 11th level, you gain the ability to augment your weapons with the metamorphic aspect of dynamism. As a bonus action, you can spend up to 3 dynamism points to grant a weapon you are holding a bonus to attack and damage rolls while you wield it. The bonus equals the amount of dynamism points you spent. This bonus lasts for 1 minute or until you drop the weapon or are incapacitated. #### Destructive Strikes Starting at 15th level, your melee weapon attacks deal dou-ble damage to structures and constructs. #### Demiurge At 18th level, you can spend 5 dynamism points to cast the *Fabricate* spell without verbal components, using Charisma as your spellcasting ability. You can use this ability twice, and regain all expended uses at the end of your next long rest. ### Corporal Expertise Heathens, sectarians, heretics. Dynamists who choose to explore the application of dynamism to living matter and sentient beings are usually ostracized by those who don't share their view on the subject, and yet their discoveries, albeit sometimes achieved through gruesome methods, have proven to be useful in the progress of both medicine and warfare. These dynamists are coloquially called corpo-ralists, although some gain grotesque nicknames like butchers or bleeders, regardless of the atrocity or lack thereof of their actions #### Field Medic At 3rd level, you learn the *Spare the Dying* cantrip, which you can cast without verbal components, using Charisma as your spellcasting ability for it. ``` ``` #### Triage Expert Also, at 3rd level, you gain proficiency in the Wisdom (Me-dicine) skill. If you aready had proficiency in it, your profi-ciency bonus is doubled for any ability check you make that uses that skill. #### Altered Metabolism At 7th level, you have altered your own body to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned con-dition. #### Protective Dysmorphia Starting at 11th level, your knowledge of humanoid ana-tomy allows you to keep fatal blows at bay by slightly re-arranging your innards. When you would fall to 0 hit points, you can expend 1 dynamism point as a reaction to fall to 1 hit point instead. Once you use this ability, you cannot do so again until you have finished a short or long rest. #### Steel Nerves Starting at 15th level, you gain proficiency in Constitution saving throws and have advantage on saving throws made to avoid being paralyzed or stunned. #### Death's Caress Starting at 18th level, you may as an action touch one crea-ture within 5 feet of you and spend up to 10 dynamism points. The target must make a Constitution saving throw, taking 2d10 necrotic damage per dynamism point spent on a failed save, or half as much damage on a success.
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\page ## Dynamist's Strategies Each dynamist uses their innate abilities a different way, not only by specializing in one expertise, but also by deve-loping specific techniques, called strategies. #### Accelerated Toss You are an ace weapon thrower. As a bonus action, you can spend 1 dynamism point and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. #### Adaptable Strike *Prerequisite: Metamorphic Expertise subclass*
You can spend 1 dynamism point and use a bonus action on your turn to choose one creature within 5 feet of you as your target. You have advantage on your next attack roll made with a melee weapon against that creature before the end of your turn, as you slightly modify your weapon to strike where it isn't expected. #### Corporal Mending *Prerequisite: Corporal Expertise subclass*
You can close wounds with a touch. As an action, you can spend 2 dynamism points to cast *Cure Wounds* at 1st level without verbal components. When you reach the 5th, 9th, 13th and 17th levels in this class you can cast this spell at 2nd, 3rd, 4th and 5th level, respectively, by spending 1 addi-tional dynamism point per spell level above 1st. Charisma is your spellcasting ability for this spell. #### Corporal Disruption *Prerequisite: Corporal Expertise subclass*
You can harm as well as heal with your hands. As an action, you can spend 2 dynamism points to cast *Inflict Wounds* at 1st level without verbal components. When you reach the 5th, 9th, 13th and 17th levels in this class you can cast this spell at 2nd, 3rd, 4th and 5th level, respectively, by spending 1 additional dynamism point per spell level above 1st. Cha-risma is your spellcasting ability for this spell. #### Disarming Blow When you hit a creature with a melee or thrown weapon attack, you can spend 1 dynamism point to attempt to force it to drop one item of your choice that it's holding. The tar-get must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. #### Dynamist’s Fortitude *Prerequisite: Level 10*
You can fortify your body with dynamism. As a reaction, when you make a Strength, Dexterity or Constitution saving throw, you can spend 2 dynamism points to gain advantage on the roll. #### Extended Impulse As an action, you can spend 2 dynamism points to cast the *Jump* spell on yourself, without verbal or material compo-nents. Charisma is your spellcasting ability for this spell. #### Force Dampening *Prerequisite: Kinetic Expertise subclass*
You can slow down incoming attacks as they occur. When another creature hits you with an attack, you can use your reaction and spend 1 dynamism point to reduce the da-mage taken by your Charisma modifier. #### Forceful Blow When you hit a Large or smaller creature with a melee or thrown weapon attack, you can spend 1 dynamism point to attempt to push it back. The target must make a Strength saving throw against your dynamism DC. On a failed save, you push the target up to 10 feet away from you. #### Heated Blade *Prerequisite: Metamorphic Expertise subclass*
You can make your weapons get red hot while attacking with them. As a bonus action, you can spend 2 dynamism points to cast the *Searing Smite* spell at 1st level without verbal components. When you reach the 5th, 9th, 13th and 17th levels in this class you can cast this spell at 2nd, 3rd, 4th and 5th level, respectively, by spending 1 additional dynamism point per spell level above 1st. #### Hyperacceleration *Prerequisite: Kinetic Expertise subclass; level 10*
You temporarily push the limits on how fast your body can go. As an action, you can spend 4 dynamism points to cast the *Haste* spell on yourself at 3rd level, without verbal or material components. Charisma is your spellcasting ability for this spell. #### Kinetic Artillery *Prerequisite: Kinetic Expertise subclass*
Any item lying around you can become a deadly weapon. As an action, you can spend 2 dynamism points to cast the *Catapult* spell at 1st level. When you reach the 5th, 9th, 13th and 17th levels in this class you can cast this spell at 2nd, 3rd, 4th and 5th level, respectively, by spending 1 addi-tional dynamism point per spell level above 1st. Charisma is your spellcasting ability for this spell. #### Measured Action When you make a Strength or Dexterity ability check, you can spend 1 dynamism point to gain advantage on the roll. You can use this strategy before or after rolling, but before any effects are determined by the DM. #### Preemptive Strike When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to spend 1 dynamism point and make one attack against the creature, using that weapon. #### Reactive Proyectiles *Prerequisite: Metamorphic Expertise subclass; level 10*
You quickly mix up some reactive chemicals to throw at your enemies. As an action, you can spend 4 dynamism points to cast the *Minute Meteors* spell at 3rd level without verbal components. When you reach the 13th and 17th levels in this class you can cast this spell at 4th and 5th level, respectively, by spending 1 additional dynamism point per spell level above 3rd. #### Trip Attack When you hit a Large or smaller creature with a melee weapon or unarmed strike, you can spend 1 dynamism point to attempt to knock the target down. It must make a Strength saving throw. On a failed save, you knock the target prone.
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\page #### Wounding Blow *Prerequisite: Corporal Expertise subclass*
Once per turn, when you successfully grapple or hit an or-ganic creature with an unarmed strike, or at the start of your turn if you are grappling it, you can spend 1 dynamism point to disrupt its organism. If you do so, the creature takes necrotic damage equal to your Charisma modifier.
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