Base Class: Fighter
Take charge with the Saint of Altra. Gauss is fast, deals high damage, and has strong survivability. Movement charges his powerful battery, so never stop moving.
Mach Rush
After moving in a straight line for at least 20 feet, you may make 1 melee weapon attack as a bonus action. If the attack hits, it deals an additional 1d10 + your fighter level in force damage on top of the weapon's regular damage. You also gain 2 Hyper Charges on a successful hit. 4 if that hit was a critical.
Alternatively, if you Mach Rush into a stationary, solid object such as a wall, a boulder of size medium or larger, or other such objects, you deal the same bonus damage to all enemies within a 15 foot radius that aren't behind full cover. You also gain 1 Hyper Charge for every enemy that was dealt Force damage this way.
Hyper Charge
Expendable charges gained from channeling kinetic energy through the usage of Gauss' abilities
Kinetic Plating
By spending 1 Hyper Charge gained from Mach Rush, you may choose to gain resistance to one damage type from the list of Fire, Ice, Bludgeoning, Slashing, or Piercing until the end of turn as a bonus action. If you gained 3 or more Hyper Charges this turn, you may spend 1 of them as a free action to use this ability.
Thermal Sunder
As an action, you may either syphon from, or send out a pulse of thermal energy into near by creatures in the form of either Ice or Fire damage. When choosing Ice damage, creatures within 10 feet of you each take 2d6 Ice damage, and you gain half Hyper Charges equal to half your Dexterity Modifier rounded up. When choosing Fire damage, you spend a number of Hyper Charges equal to or less than your Dexterity Modifier and deal 2d8 Fire damage to each creature within 20 feet of you. This Fire damage increases by 1d8 for every charge spent above 1.
Red Line
If at any time you have 15 or more Hyper Charges, then your movement itself becomes a weapon. Moving within 5 feet of an enemy tears at them with harmful shocking pulses. These enemies take 2d4 Lightning damage as you move past them. You also do no provoke attacks of opportunity, or any such reaction triggered by entering or exiting melee range, while holding these charges. However, maintaining this amount of energy becomes quite taxing the longer you hold it. At the end of your turn, if you still hold 15 or more charges, you lose 1 charge and must make a Constitution Save against a DC16 or lose a second.
Faster, Stronger, Better
Push the limit's of your Red Line even further with increased speed beyond what could be imagined. Your Dexterity Score Increases by 4 as does the maximum of this ability. Also gain an additional 15 feet of movement
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