With this spell, you can build up and store kinetic energy as you move or act releasing it all at once in an explosive burst. After moving your full movement or using the Attack, Attack of Opportunity, Cast a Spell, Dash, Disengage, and the Dodge action; you can store up a charge of kinetic energy per action taken that turn. You can only have an amount of charges at any given time no greater than your spellcasting modifier.
During your turn, after collecting those charges, you can unleash the kinetic energy granting you only one of the following benefits per turn:
Movement: Spend up to one charge of your kinetic energy and you can move up to your full movement speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Damage: Upon hitting a creature with a melee or ranged attack, you can expend a charge of your kinetic energy to deal an extra d8 of force damage per charge of kinetic energy (only up to two charges per one attack).
AC and Dexterity: At the start of your turn, you can use a bonus action and spend up to three charges of your kinetic energy to gain a +3 bonus to AC, have advantage on any Dexterity checks, and Dexterity saving throws.
Immediately after the spell ends, you must succeed on a DC 13 Constitution saving throw or suffer one level of exhaustion.
* - (the tip of a muffler)
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