Base Class: Fighter
The Kinetic Colossus is a master of motion, impact, and control. Thriving under pressure and driven by will, they turn momentum into weaponry and their mass into domination. Every move is purposeful and each shift in position is a bulwark which evil shatters upon. Every impact serves a purpose and every step is deliberate. They aren’t brutes, they move with blade-like precision just close enough to an enemy before becoming a wall of sheer will and anchoring wrongdoers in their tracks.
Level 3: Unstoppable Force
When you move 10 feet or more before hitting with a melee weapon attack, the attack deals an extra 1d8 bludgeoning damage and the target must make a Strength saving throw (DC = 10 + Proficiency bonus + your Strength modifier) or be knocked prone, pushed 15 feet, or staggered (disadvantage on its next attack). You gain advantage on Strength checks related to grappling and shoving. You may use Strength for initiative. While wearing heavy armor, you gain +1 AC and count as one size larger for pushing, pulling, lifting, or grappling.
Level 7: Anchor of Will
Up to 3 enemies within 10 feet of you that move more than 5 feet on their turn provoke a reaction. You can force a Strength saving throw (DC= 10+ proficiency bonus + your Strength modifier). On a failed save, they take 2d6 force damage and have their movement halved for that turn. On a successful save, they only take 2d6 force damage. You have advantage on Strength saving throws and cannot be forcibly moved against your will unless you choose to. When you use Second Wind, you can emit a shockwave. Creatures within 5 feet must succeed a Strength saving throw (DC= 10 + proficiency bonus + your Strength modifier) or take 1d6 force damage and be pushed 10 feet away. You can use this ability a number of times equal to your Proficiency bonus.
Level 10: Force Crash
As an action, you slam the ground with extreme force. Each creature within 15 feet must make a Dexterity saving throw (DC = 10 + Proficiency bonus + your Strength modifier). On a failed save, they take 3d6 bludgeoning + 3d6 force damage, are knocked prone, and a 15-foot radius where you landed becomes difficult terrain for enemies for 1 minute. If you moved at least 10 feet or jumped before slamming, targets have disadvantage on the saving throw. You can use this ability a number of times equal to your proficiency bonus.
Level 15: Immovable Object
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While conscious, you have advantage on saving throws against being knocked prone, grappled, or paralyzed. When hit by a melee weapon attack, you can use your reaction to reduce the damage by 2d10 + your Strength modifier and shove the attacker 10 feet if they can be pushed (no ability check required).
Level 18: Transcendence
Drawing upon the potential energy within your body, you absorb and culminate both light and dark to enter a state of altered existence, untouched by the laws of physics. As a bonus action, enter a state of Transcendence for 1 minute. While in this state, you gain the following benefits:
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Resistance to all damage.
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Ignore the effects of difficult terrain, grappled, prone, and restrained conditions and can move through the space of hostile creatures.
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Your melee attacks deal 3d10 force damage, and targets must succeed on a Strength saving throw (DC= 10 + Proficiency bonus + Strength modifier) or be launched 20 feet and knocked prone.
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Hostile creatures starting their turn within 15 feet take 3d6 force damage and must succeed on a Strength saving throw (DC= 10 + Proficiency bonus + Strength modifier) or be pulled 10 feet and knocked prone.
Elemental Glory:
When you enter Transcendence, choose one of the following elemental effects:
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Seraphim Ward: Gain +2 AC. Your melee attacks deal +2d6 fire damage and ignite targets, causing 2d6 fire damage at the start of their turns. When hit by an attack, roll 1d6; a 6 negates the damage and releases a burst of friction fire that deals 3d6 fire damage to enemies within 15 feet and causes them to ignite. Enemies in range need to make a Dexterity saving throw (DC= 10 + Proficiency bonus + Strength modifier). On a success they take half damage and no ignition.
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Sentinel’s Will: Summon a shield of force energy granting +2 AC and exuding an aura of protective void in a 15 foot radius. You are immune to being charmed and frightened. Allies inside your aura also gain +2 AC and immunity to being charmed and frightened. If an ally in your aura is attacked, you can use your reaction to redirect the attack to yourself and impose disadvantage on the attack roll once per round.
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Arcing Fury: Your melee attacks chain lightning to another target of your choice within 15 feet for 3d6 lightning damage. Reducing a creature to 0 hit points chains to up to 3 more targets within 15 feet, dealing 3d6 damage each.
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Entropy Shell: Your melee attacks reduce targets’ speed by 20 feet. Multi-attacks or critical hits encase targets in an icy tomb on a failed Strength save (DC= 10 + Proficiency bonus + Strength modifier). Damaging a frozen target shatters the tomb, dealing 4d6 cold damage to it and enemies within 15 feet.
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Weaver’s Dance: Your melee attacks sever your targets from the Weave, halving target movement speed and removing reactions and bonus actions from them for one round. After an attack, as a bonus action, summon strands of psychic energy to forcibly move a creature within 15 feet up to 30 feet in any direction if they fail a Dexterity saving throw. (DC= 10 + Proficiency bonus + Strength modifier).
Once Transcendence ends, you gain 1 level of exhaustion. You can use this feature once per long rest.
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