Fighter
Base Class: Fighter

Unseen to most, atoms lose, gain and share electrons to create bonds and change elements. In the same way, you are able to change positions with your allies to strengthen your bond, and rip enemies from their position to devastating effects. This is the technique of the Covalence Fighter.

Perhaps you were the subject of a series of experiments, leaving you with this awesome power. Maybe you studied the behavior of particles and learned directly from them. Or maybe you have an intense oneness with the universe that's resulted in some deep understanding of it's fabric and making. Regardless of how these powers found you, they are the foundation of combat prowess. And you're ready and able to harness these powers to bend the battlefield to your will.

Kinetic Resonance

3rd-level Covalence feature

Gaining this newfound power, you're able to switch places with target. Perhaps through a clap, a snap of the fingers, or just willing yourselves to move, you're able to bend the very laws of reality. And while some enemies are able to resist your power, many more yet are powerless to stop you. And many allies can be helped with this technique.

You can use a bonus action to switch places with another creature within 30 feet of you. For each fighter level above 3rd, this range increases by 5 feet, until fighter level 14, where it maxes out at 100 feet. An unwilling creature must make a strength saving throw against your Kinetic DC to resist this effect. If a creature succeeds on this saving throw, a use of your Kinetic Resonance is not consumed. Your Kinetic DC is equal to 8 + your proficiency + strength modifier. You are able to use this feature an amount of times equal to your fighter level/2 (rounded up) per long rest.

When you teleport this way, you can impart one of the following negative or beneficial effects on the target you switch places with, or yourself, but not both:

  • Gain temporary hit points equal to the user's fighter level.
  • Expend a reaction to make a melee weapon attack on a target within your reach at your new location.
  • Make a Wisdom saving throw against the fighter's Kinetic DC. On a failure, become frightened of the user until the end of your next turn.
  • Make a Dexterity saving throw against the fighter's Kinetic DC. On a failure, your speed is reduced to 0 until the end of your next turn.
  • You have disadvantage on your next attack roll or saving throw.
  • You have advantage on your next attack roll or saving throw.

 

Quantum Fist

3rd-level Covalence feature

You are able to switch places with an ally for just an instant. Just long enough to land an attack. This happens so quickly, you're unsure whether you fully teleport. This limited attack with blinding speed is just enough time to land a punch.

Whenever you take the Attack action, you can make one additional unarmed strike originating from the position of an ally within 30 feet. You are able to make this unarmed strike even with a weapon in your hand.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Entanglement

7th-level Covalence feature

You can now use your "Kinetic Resonance" feature as a reaction when a creature within range ends their turn.

Alternatively, you can use this feature when an ally would be hit with an attack or forced to make a saving throw. When you do so, you instead take on the effect. When used this way, these following effects can be applied to you or the target rather than those listed in "Kinetic Resonance":

  • The user gains resistance to the damage of the oncoming attack.
  • The user gains +2 AC until the beginning of their next turn.
  • The user gains +3 to the oncoming saving throw.

You must choose your effect before making any saving throws.

Cataclysmic Reaction

10th-level Covalence feature

At 10th level, you gain the ability to react with lightning fast planning and precision. Things that you thought impossible now seem simple. You're able to utilize your Kinetic Resonance without breaking a sweat. And you're able to do more in the same amount of time.

You can take one additional reaction. In addition, you are able to teleport with your "Kinetic Resonance" feature without expending a use, provided that you take no added effect.

Once you use this feature, you must finish a short or long rest before you can use it again. 

Swift Action

15th-level Covalence feature

Through intense training, you've learned techniques beyond teleportation. You've found reserves of potential energy created by your Entanglement previously left untapped. Making use of this excess energy will lead you to move with blinding speed.

When you use your "Entanglement" feature, you can move up to half your movement as part of the same reaction. This movement doesn't provoke opportunity attacks.

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The Time Between

18th-level Covalence feature

Upon reaching 18th level, you move so quickly that you're able to notice gaps in time that previously felt too minute to matter. However, with your expert training, you're able to make use of those small gaps to reach speeds you once thought unimaginable.

On your turn, you can use your "Kinetic Resonance" once feature without expending a bonus action. When you do so, you may not add any of the beneficial or negative effect.

In addition, when you roll initiative, you gain one more use of your Kinetic Resonance.

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