Nature Path Infusion List

Blast Infusions

Name Element Effect
Blade Any You form a weapon with your blast, which is considered one handed, light, and finesse. It has all the same limits as your normal blast (one use per round, etc).
Blinding Fire The target of your blast must save against your DC or be blinded for 1 round per character level. This requires spending 1 Ki Point.
Burning Fire If you hit the target they are set on fire, dealing 1d6 damage per turn until they use an action to put the fire out. This requires spending 1 Ki Point.
Chain Air Your blast can arc and strike a new target within 30 feet of the last target. This requires a new attack role, which if it hits can then arc to a new target again up to the number of your Proficiency Bonus as long as you keep hitting targets. If you miss at any point you cannot chain it anymore. This requires spending 1 Ki Point.
Cloud Air/Water Your blast becomes a cloud you can center anywhere within 120 feet of you that covers a 20-foot-radius spread. This requires spending 1 Ki Point.
Cyclone Air All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage. Dex save for half damage. This requires spending 1 Ki Point.
Draining Any Elementals and other creatures of your element of choice can be drained of energy on a successful hit with your blast. This recovers 1d4 Ki Points.
Entangle Air/Earth/Water When you hit a creature with your blast you can entangle it (as the spell), for a number or rounds equal to your Proficiency Bonus. This requires spending 1 Ki Point.
Explosion Any Your blast creates an explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. Anyone in this area takes your blasts damage, though can make a Dex save for Half. This requires spending 1 Ki Point.
Extended Any Your blast can strike targets up to 120 feet away.
Extreme Range Any Your blast can strike targets up to 520 feet away. This requires spending 1 Ki Point.
Fan Any Your blast becomes a 15 foot cone, every target in that area must save against your DC and even on success takes half damage. This requires spending 1 Ki Point.
Flurry Any You can make as many blast attacks as your total number of attacks per action, rather than just one per action. This requires spending 2 Ki Points.
Imbuement Any You can imbue your weapon with your blasts power, you add your blasts damage to a single attack per turn.
Knockdown Air/Earth/Water The target of your blast much save against your DC or be knocked prone. This requires spending 1 Ki Point.
Penetrating Any Your blast can ignore elemental resistance.
Pulling Any A successful hit with your blast pulls the target up to 10 feet toward you. This requires spending 1 Ki Point.
Pushing Any A successful hit with your blast pushes the target up to 10 feet away from you. This requires spending 1 Ki Point.
Slick Water Your blast leaves behind slippery water or ice that has the same effect as the Grease spell. This requires spending 1 Ki Point.
Snake Any You can direct your blast around objects allowing it to avoid cover or even go around corners. This requires spending 1 Ki Point.
Spray Air/Water Your blast can cover a 30 foot cone, every target in that area must save against your DC and even on success takes half damage. This requires spending 1 Ki Point.
Torrent Any Your blast can strike all foes in a 30-foot line. This requires spending 1 Ki Point.
Trap Any You can turn your blast into a trap, infusing the ground or an object with energy. Whoever triggers the trap must save against your DC or takes your blasts worth of damage. This requires spending 1 Ki Point.
Tremor Earth You send a tremor through the ground or other solid surface with which you are in contact covering 20-foot radius centered around you. This causes damage unless creatures around you make a Dex saving throw for half. It does not hit airborne targets, but does strike underground targets. It also creates an area of difficult Terrain around yourself. This requires spending 1 Ki Point.
Wall Any You create a wall of your blasts element that appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. This acts as partial cover and any creature which was in the walls space when it was created or tries to cross it automatically takes half your blast in damage.
Whip Any You form a long tendril with your blast. This works like the Blade Unfusion, except it has reach.

General Infusions

Name Element Effect
Air Cushion Air You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.
Air Leap Air You are always considered to have a running start when jumping. You add your kineticist level as a bonus on all Athletics checks to jump, you jump twice as far or high as the results of your check indicate, and you can spend 1 point of ki when jumping to double the distance you jump again on top of that.
Celerity Air You can use a reaction to provide 1+Proficiency Bonus number of allies haste except it lasts for 1 round. You can spend 1 point of ki to increase the duration to 1 round per level you possess.
Cold Adaptation Fire/Water You gain Resistance to Cold damage.
Earth Climb Earth You can gain a climb speed equal to your base speed.
Earth Walk Earth You ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your Proficiency Bonus to your rolls against being moved, knocked down, or tripped.
Elemental Cover Earth/Water You can create partial or total cover shielding a 5 foot space within 30 feet of you as an action.
Elemental Grip Air/Earth/Water You can use an action to create an effect like hold monster. It requires concentration to maintain, however you can spend 1 point of ki to remove the need to concentrate.
Elemental Healer All With a touch, you can heal a willing living creature of an amount of damage equal to your Elemental Blast‘s damage.
Elemental Whisper All You gain a familiar that is a small elemental you call forth.
Engulfing Winds Air You can use an action to create the effect of Warding Wind or Wind Wall. It lasts 1 round, unless you spend 1 point of ki to increase the duration to 1 round per level you possess.
Fire Sculptor Fire As a Action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire.
Flame Jet Fire You shoot a burst of flame behind you as an action, propelling you up to 60 feet in a straight line, including into the air. This is not flight, however and if you end in the air you will fall.
Healing Burst All You must have Elemental Healer first, but you can use it as an action to heal all creatures in a 30-foot radius around you. Healing burst heals half as much damage as normal for Kinetic Healer and this requires you to expend 1 Ki Point.
Heat Adaptation Fire/Water You are constantly protected by Fire Resistance.
Icewalker Water You can move across wet and icy surfaces without needing to treat it as difficult terrain or to roll to keep your footing. This also applies to spells like Grease.
Living Capacitor Air As a reaction you can absorb Lightning Damage, providing you resistance and allowing you to expel that energy through your next melee attack to deal an extra 1d6 Lightning Damage.
Overcoming Flames Fire Your flames burn so hot they negate Fire Resistance, this applies to all your abilities that use the Fire Element.
Purifying Flames Fire As an action you can try to use fire to burn poison from a creatures veins. This requires a Medicine roll and Success means that the poison is neutralized, as neutralize poison.
Shift Earth Earth As an Action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features.
Slick Water As an Action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can spend 1 point of ki at the start of your next turn to extend the duration to 1 minute per level you possess.
Stone Sculptor Earth You can sculpt earth into any shape, as the spell stone shape.
Suffocate Air/Water You can use an Action to choke a creature within 120 feet by either drawing the air away from them, or using water to fill its throat. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, must make a Fortitude save. If the target fails its Fortitude save, it becomes disabled and is reduced to 0 hit points. This costs 1 Ki to use and requires concentration.
Tremorsense Earth You gain Tremorsense, that lets you detect and pinpoint the origin of vibrations within a specific radius, provided that you and the source of the vibrations are in contact with the same surface. This has a range of 30 feet.
Tsunami Water You call forth a powerful wave as in the Tidal Wave spell. This costs 2 Ki to use and is done as an action.
Voice of the Wind Air You can have the wind carry your voice to the ears of anyone you can see within 120 feet, as if they were one of the targets of a message spell.
Waterdancer Water You gain a swim speed equal to your normal movement speed.
Waterwalker Water You can move across water as if it was normal ground as long as you end your movement on normal ground.

Nature Path Infusion List

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