Fighter
Base Class: Fighter

Accelerants are warriors who have mastered the manipulation of speed and kinetic energy. Their bodies store and release energy with precision, allowing them to move faster than the eye can follow, strike with devastating force, and evade even the deadliest attacks. On the battlefield, an accelerant is a blur of motion—one moment striking, the next vanishing, leaving foes disoriented and struggling to predict their next move. Where other warriors rely on strength or endurance, accelerants bend the very flow of momentum to their will, becoming living conduits of motion and force.

Kinetic Potential

Beginning when you choose this archetype at 3rd level, you’ve learned how to harness kinetic energy to your own advantage, through so-called kinetic points. When you take the Attack action, you can forgo any number of attacks to build kinetic energy. For each attack you forgo in this way, you gain 1 kinetic point. You can also choose to forgo your movement on your turn to gain 1 kinetic point. You can have a number of kinetic points saved at a time equal to your proficiency bonus. When you finish a long or short rest, your current number of kinetic points reset to 0. You cannot gain or maintain kinetic points if you are wearing medium or heavy armor.

While you have at least 1 kinetic point, you gain the following features:

Swift Defense. For each kinetic point you have, you gain a +1 bonus to your Armor Class.

Sudden Rush. At the end of another creature’s turn, you can spend 1 kinetic point to move up to your speed and do one of the following: take the Dash, Disengage, Help, or [Tooltip Not Found] action, or make a single weapon attack.

Accelerating Might

At 7th level, your mastery of kinetic energy enhances your reflexes and attacks. You gain the following benefits:

  • You have advantage on initiative rolls.
  • Your movement speed increases by 10 feet.
  • When you hit a creature with a weapon attack, you can spend any number of kinetic points. For each kinetic point you spend, you can increase the attack's damage by 1d6.

Hyper Reflexes

At 10th level, your speed and reflexes are beyond comparison. You gain the following benefits:

  • Whenever you would spend your reaction, such as to make an opportunity attack, you can choose to spend a kinetic point instead.
  • You gain a bonus to any Dexterity saving throw you make equal to your current number of kinetic points.

Speed Demon

At 15th level, you can move in ways that defy all ordinary limits. Your speed increases by 10 feet and you gain the following features:

Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Godspeed. While you have at least 1 kinetic point, you can move along vertical surfaces and across liquids on your turn without falling during the move, and your speed cannot be reduced by any effect.

Outrun Time

At 18th level, you can channel accumulated kinetic energy to move faster than time itself. While you have your maximum number of kinetic points, you can use your action and expend all kinetic points to cast Time Stop.

You can use this feature once per long rest.

Accelerant Image

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