Barbarian
Base Class: Barbarian

Energy cannot be created or destroyed. But energy can absolutely be used to destroy. And no one is better at siphoning and repurposing the energy of their environments to achieve explosive results than a creature with the spark of kinesis. The spark of kinesis is not well known or studied but is the most basic understanding people have of this unique ability to recycle kinetic energy. And when several different monsters and creatures have different ways of using their energy via spells, ki, or even the swing of a sword, you have a chance to absorb it.

It’s not an easy task of following this path of kinesis. A bulk of kinetic’s power lies in their endurance and ability to grit the pain that comes from harnessing the most extreme forms of energy such as fire or lightning. However, no matter how hurt you may get, it is important to remember that you are in control of the power. Because one of the greatest traits a kinetic with the spark will need to have besides endurance is the ingenuity to take mayhem and turn it into opportunity. So when you push forth towards your endeavors with these new abilities, remember your wits to truly master the energy around you.

Enhanced Morphology

3rd-level Path of the Kinetic feature

You possess a special talent of gathering energy from other sources. While raging, when you take damage from a type of damage you currently don’t have resistance to, you can use your reaction to gain resistance to it until the end of your Rage by exchanging one of your resistances to Bludgeoning, Piercing, and Slashing.

Kinetic Feedback

3rd-level Path of the Kinetic feature

Your body is a natural battery and damage is the energy that charges you. While raging, whenever a creature damages you with a damage type you are currently resisting, you gain a Kinetic die in the form of a d4 for every 5 points of damage you’ve taken. Your Kinetic die changes when you reach levels 6th (d6), 10th (d8), and 14th (d10) in this class.

Whenever you hit a target with an attack roll, you can roll any number of Kinetic dice you have gained as additional force damage to your damage roll. You can only store a number of Kinetic dice equal to your Constitution modifier.

Energy Harness

6th-Level Path of the Kinetic feature

Your very presence begins to alter all the energy around you. While raging, when an ally other than yourself within 30 feet of you takes damage from a single source, you can use your reaction to give that ally resistance to all damage types associated with that source of damage until the start of their next turn. You can also receive any of the remaining damage the ally would have taken from that damage source while the ally takes no damage.

Potential Burst

10th-Level Path of the Kinetic feature

When your body is in motion, you become a force to be reckoned with. When you finish a long rest, choose one of the following options. When you activate your Rage, before you move on your turn you can perform the feature you chose. Once you use this feature, you cannot use it again until you move 0 feet on one of your turns. You can select a different option when you finish a long rest.

Combust

Each creature within 5 feet of you takes force damage equal to your Constitution modifier and are pushed 5 feet away from you at the cost of 20 feet of your movement.

Momentum

You gain a +1 bonus to your next damage roll for every 10 feet of movement you spend before hitting with an attack roll.

Propel

You can take the Dash action as part of your Attack action and you do not provoke opportunity attacks until the end of your turn.

Reservoir of Power

14th-Level Path of the Kinetic feature

You can now give fuel off your energy and give it to others. On your turns, you can give any number of Kinetic dice you possess to any ally you can see within 30 feet of you that they can add to their next damage roll as force damage (no action).

In addition, as a bonus action you can roll your Kinetic dice to regain a number of hit points equal to the result of the amount you rolled.

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