Jacob's Big Feet. Image

While in combat you may only move in an straight line(you move like a queen in chess) and for every five feet you have traveled willingly once you stopped you are jolted in the direction you traveled for a additional 5 feet. You are stopped by walls, when hit by creatures with Sentinel, and objects larger than you.

If you infest 15 ft of movement or more movement on your turn and jolted into a creature/through it or object that creature must make a dex save against a dc of 10 +athletics or Acrobatics skill on a fail they take 1d6 magical bludgeoning damage for each 5ft of movement you traveled before being jolted and is now prone, on save they take no damage and move 5ft out of the way. When there is more than one creature in your jolting path each creature makes a dex save, but for each creature or object that is hit the damage that is dealt to the next creature or object is reduce by 1d6. example: first creature takes 3d6, the second will take 2d6, and the third will take 1d6.

Moving 30 ft to 55ft in a single straight direction before being jolted the damage is increased to 4d6 magical bludgeoning, you take 1/4th your maximum health

Moving 60ft and beyond your jolt damage increases to 8d6 magical bludgeoning for each 5ft you travel before jolting forward and you now take 1 half the damage you dealt to each creature/object. Even if you hit 0 hp you continue being jolted forward and the dc becomes a dex save of 10,  At this speed it should kill you,.

Jacob's Big Feet. Image

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