Fighter
Base Class: Fighter

Fighters known as kinetic knights are masters of movement in combat. Every step, every strike, every dodge, every movement has a purpose and can fuel the next. Kinetic knights learn to observe the flow of combat, analyzing and using to their advantage on a supernatural level things like inertia, momentum, trajectory, impact, timing, and speed.

Level 3: Momentum

Starting at 3rd level, your abilities in impact control and use of momentum allow you to soften opponents' melee blows and strengthen your own.

Cushioning Step. When an attacker you can see hits you with a melee attack, you can use your Reaction to absorb the impact while moving away. You reduce the damage taken by 1d10 + your Strength or Dexterity modifier + your Fighter level, and you then move up to 10 feet away from the attacker without provoking opportunity attacks.

Taking Advantage of the Momentum. Once per turn, if you have moved at least 10 feet before hitting with a melee weapon or unarmed attack roll, you gain a damage bonus to that attack equal to your Fighter level + your Strength or Dexterity modifier.

Level 3: Trajectory Expert

Also at 3rd level, you gain knowledge of the factors that influence the trajectory of ranged attacks, allowing you to change the course of attacks made by and against you.

Redirect. When an attacker you can see hits you with a ranged attack, you can use your Reaction to make a Dexterity (Acrobatics) check or an attack roll with an unarmed strike or a melee weapon you're wielding. If the total of your check or attack roll is greater than or equal to the total of the attack roll that triggered this reaction, you can choose another creature within 30 feet of you to become the target of this attack in your place (keeping the original attack roll to hit).

I Wasn't Aiming for You. Once per turn, when you miss a ranged weapon attack roll, you can reroll the attack roll against another creature within 30 feet of the original target (using the same ammunition or thrown weapon unit as the original attack).

Level 7: Sharp Tactical Shift

Starting at 7th level, when you use your Tactical Shift feature, you can move up to your full speed instead of half, and all your weapon and unarmed attack rolls are made with advantage until the end of your turn.

Level 10: Driven by Willpower

Starting at 10th level, when you use Indomitable, you can use your Reaction to move up to your speed without provoking opportunity attacks and make one weapon or unarmed attack with advantage.

Level 15: Mastery in Motion

At 15th level, your moving attacks become more complex. If you moved before attacking and successfully use the Cleave, Push, Slow, or Topple mastery property, you can use another mastery property from this list in the same attack, as if the weapon you're using had both properties simultaneously. If Cleave is the original property, you can apply the extra property to the first or second target.

Level 18: Unstoppable

At 18th level, you can charge your body with kinetic energy to further push your limits. Whenever you use your Action Surge, for 1 minute you gain the benefits of the Freedom of Movement spell and can perform two Reactions per round if at least one of them belongs to one of this subclass's features. These benefits end prematurely if you become incapacitated or if your turn ends and you haven't used your movement since the end of your previous turn. While the benefits of this feature can be interpreted as magical, they are not affected by the Dispel Magic spell or similar magic.

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