Base Class: Monk
Kinetic Warriors use stored up energy to increase the power of their abilities.
Channel Energy
3rd-level Kinetic Warrior feature
Your mastery of movement allows you to channel the kinetic energy stored in your body to desired body-parts. As a bonus action, you can spend 1 ki point to channel your kinetic energy through your body. When you do so, your movement speed is reduced to 0 for the turn.
For 1 minute, the ends of your limbs give off a dim glow which grows brighter as you move your body. You determine what limbs are affected. Your kinetic energy disappears early if you are incapacitated or die. While using the power of kinetic energy, you gain the following advantages.
- You can add your martial arts die + your dexterity modifier to any unarmed attack roll and your martial arts die to your unarmed damage.
- You gain 15 feet movement speed and your jump height is doubled.
Sonic Momentum
6th-level Kinetic Warrior
As an action, you can spend one ki point to channel your kinetic energy through other objects, surfaces or creatures. All areas/creatures/objects affected by the abilities gets a bright, glowing pattern on them. You choose the appearance of the pattern.
Monumental Descent You can slam down while falling from a height above 10 ft. Dealing 1d6 (With a maximum of 20d6) per 10 ft of falling. All enemies in a radius of 10 ft. of the impact must succeed on a DEX 15 Saving Throw to take half damage, or fail to take full damage. Using this allows you to ignore fall damage to yourself.
Monumental Wave You can slam a surface that you and a target stands on, sending a sonic wave with a range of 25 ft. through the surface knocking everything in a 5 ft. radius of the target prone unless they succeed on a DEX 14 Saving Throw.
Monumental Attack When making an unarmed attack against a creature or an object, you can channel kinetic energy through the target to shove it backwards equal to your DEX modifier.
Energetic Drain
11th-level Kinetic Warrior
Using your kinetic abilities, you can stop moving objects and creatures in their tracks. As you reach your hand towards an enemy in your line of sight, a glowing line appears between you and your target(s). When draining, you can choose one of two abilities:
Energy Drain As a bonus action, you can spend 1 ki point to target a creature or object visible to you, reducing it's movement to 0 ft. for 6 seconds. If the target has moved more than 10ft. the past 6 seconds, you can dash without spending an action.
Momentum Drain As a reaction, you can spend 1 ki point to drain the kinetic energy of up to 3 projectiles visible to you, reducing their speed to 0 ft. If the targets have moved more than 10ft. the past 6 seconds, you can dash without spending an action.
Kinetic Mastery
17th-level Kinetic Warrior
Feeling the flow of all kinetic energy moving around you, a surge of kinetic energy channels through your body, giving off a glow over your entire body, with a pattern appearing on your body. You choose the appearance of the pattern. As a bonus action, you can spend 5 ki points to channel the kinetic energy of everything surrounding you.
While channeling, you gain the following benefits.
Kinetic Armour You gain a +2 bonus to Armor Class. Melee armed attack rolls with a total of less than half of your armour class deflect off your body. The attacker must then succeed on a DEX 14 Saving Throw or hit themselves with the attack.
Kinetic Assault Whenever you use the Extra Attack feature to attack twice, you can instead attack three times.







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