Barbarian
Base Class: Barbarian

Energy cannot be created or destroyed. But energy can absolutely be used to destroy. And no one is better at siphoning and repurposing the energy of their environments to achieve explosive results than a creature with the spark of kinesis. The spark of kinesis is not well known or studied but is the most basic understanding people have of this unique ability to recycle kinetic energy. And when several different monsters and creatures have different ways of using their energy via spells, ki, or even the swing of a sword, you have a chance to absorb it.

It’s not an easy task of following this path of kinesis. A bulk of kinetic’s power lies in their endurance and ability to grit the pain that comes from harnessing the most extreme forms of energy such as fire or lightning. However, no matter how hurt you may get, it is important to remember that you are in control of the power. Because one of the greatest traits a kinetic with the spark will need to have besides endurance is the ingenuity to take mayhem and turn it into opportunity. So when you push forth towards your endeavors with these new abilities, remember your wits to truly master the energy around you.

Kinetic Feedback

3rd-level Path of the Kinetic feature

Your body is a natural battery and damage is the energy that charges you. While raging, you gain the following benefits:

Kinetic Dice. When damage dealt to you is a damage type you have Resistance against from your Rage, you gain a Kinetic die in the form of a d4 for every 5 points of damage you take. Your Kinetic die changes when you reach levels 6th (d6), 10th (d8), and 14th (d10) in this class. You can possess a number of Kinetic dice equal to your Constitution modifier.

Damage Specialization. When you take damage and have no Resistance against it, you can spend a Reaction to swap one of your Resistances to Bludgeoning, Piercing, and Slashing damage for Resistance to the triggering damage until the end of your Rage.

Burst Attack. Whenever you hit a target with an attack roll, you can roll any number of Kinetic dice you have gained as additional Force damage to your damage roll.

Energy Transmutation

6th-level Path of the Kinetic feature

You can transmute energy into different forms to assist you and allies. As a Bonus action, you can spend a Kinetic die to select a creature within 30-feet of you. For 1 minute or until you are Incapacitated or you end this effect early (no action), the creature gains one of the following benefits:

Protection. The creature gains resistance to one damage type of your choice: Fire, Force, Lightning, Radiant, or Thunder. It cannot benefit from more than one resistance from this feature.

Convert. Once on each of the creature’s turns, it can roll the Kinetic die and add it to a damage roll. The creature can choose to change the damage type of the damage roll to one of the following choices: Fire, Force, Lightning, Radiant, or Thunder.

Mad Dash

10th-level Path of the Kinetic feature

While in motion, you can increase your velocity. You can take the Dash action as a Bonus action. If you hit a target with a Melee attack after taking this Bonus action, you can push the target a number of feet equal to the distance you moved before hitting. Once you use this feature, you cannot use it again until you move 0 feet on one of your turns.

Power Surge

14th-level Path of the Kinetic feature

You release your energy into a chaotic outpour of power. As an Action, you can spend all Kinetic dice your currently have to perform the following effect:

Shape. You can create either a 30-foot cone, a 20-foot radius sphere, or a 100-foot long and 5-foot wide line. Each creature in the area must succeed on a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). 

Damage. On a fail, creatures are knocked Prone and take damage equal to each Kinetic dice spent plus your Barbarian level or half as much on a success. If you roll a 10 on a Kinetic dice, roll an additional Kinetic die and add it to the damage roll. You determine the damage type. On a success, creatures take half as much damage.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

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