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# Kinetic Knight ### Kinetic Overdrive ###### 3rd Level Kinetic Knight Feature * You gain a Energy Pool that can hold your Kinetic Charges up to a maximum of 2. At 7th and 15th level, your Energy Pool grows by 2, to a maximum of 6. * You gain a 10ft increase to your movement speed. As your body moves, you build up kinetic energy. Whenever you make an attack, you gain a Kinetic Charge. ###### 3rd Level Kinetic Knight Feature Whenever you hit a creature, you can choose to infuse your attack with all of your stored up kinetic energy, dealing an extra 1d6 lightning damage per charge. ### Surging Flux ###### 7th level Kinetic Knight Feature Whenever you make a Dexterity saving throw or ability check, you can use your reaction to expend 3 Kinetic Charges and gain advantage on the roll. ###### 7th level Kinetic Knight Feature Additionally, you gain a second reaction per round. ### Ion Shift ###### 10th level Kinetic Knight Feature If you successfully hit a creature 3 times in a single round, you can sap the kinetic energy from their body as a reaction. They suffer from the effects of the Slow spell until the end of their next turn and you gain 2 Kinetic Charges. ###### 10th level Kinetic Knight Feature Your Kinetic Discharge now deals 1d8 lightning damage. ### Re:Coil ###### 15th Level Kinetic Knight Feature If a target hits you with an attack, as a reaction you can expend 4 Kinetic Charges to redirect the attack back at them. Make a special attack adding half the of the targets proficiency bonus to your attack roll. If it hits, the target damages themselves instead, taking an additional 2d8 Lightning damage. If the attack misses, you take half of the original damage and 1d8 Lightning damage. \columnbreak ### Kinetic Flow ###### 18th level Kinetic Knight Feature You've gained a deeper understanding of the energy your body naturally generates. As an action, you can expend 6 Kinetic Charges to use Kinetic Flow, gaining these benefits for 1 minute. * Your Energy Pool doubles. * You are under the benefits of the Haste spell. * You gain 2 Kinetic Charges at the start of your turn. You can use this ability once per long rest.