Supernatural Techniques
Through skill, supernatural means or artifice, you have developed powerful techniques to help yourself in battle. Your access to this ability is represented by a number of supernatural surges. You have 2x your PB in supernatural surges and you regain all spent surges when you finish a LR. You know half your level supernatural techniques (rounded up) and can exchange one when you gain a level. You may use one technique per round.
Some of your supernatural techniques require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Supernatural Technique save DC = 8 + your PB + your Dex or Str modifier, whichever is higher.
Adrenaline Spike 1st
- Cost: 1 surge
As a reaction to making a Str, Dex or Con check, you may choose to add your PB to the roll.
Burst of Vitality 1st
- Cost: 3 surges
As an action you may expend a number of Hit Dice up to half your level (rounded up). For each Hit Die spent in this way, you roll the die and add your Con mod to it. You
regain HP equal to the total.
Close Combat Expertise 1st
- Cost: 1 surge
When you hit an enemy on your turn with a melee weapon attack, you may attempt to grapple, shove or throw them (no action required).
Crack the Earth 1st
- Cost: 1+ surges
- Requirements: 14 Str and a weapon or unarmed strike that deals bludgeoning damage or has the heavy property
When you take the attack action on your turn, you can replace one of your attacks in order to slam your weapon on the ground upheaving the earth. Each creature in a 15-foot cone in front of you must make a Str Save or fall prone and take damage as if they were hit by your melee weapon taking half damage on a success. The area becomes difficult terrain.
Additional Surges. You may use additional surges with this ability up to a max of your PB, the cone's size increases by 5 foot per additional surge.
Dimensional Strikes 1st
- Cost: 1+ surges
You infuse your attacks with supernatural power, increasing the range of your strikes (no action required). Increase your reach by 5 feet until the end of your turn.
Additional Surges. You may use additional surges with this ability up to a max of your PB, your reach increases by 5 foot per additional surge.
Implacable Strikes 1st
- Cost: 1 surge
You coat your weapons with supernatural force piercing through defenses (no action required). Until the end of your turn, when you would make a weapon attack, your target must instead succeed on a Dex Save or take the damage of your weapon attack as if they were hit. If the creature rolls a natural 1, treat it as if you rolled a critical hit against them.
Lightning Dash 1st
- Cost: 1+ surges
- Requirements: 14 Dex
You can use your action to move up to half your movement speed in a line without provoking attacks of opportunity and you may move through creatures with no extra movement cost. You may make a melee weapon attack against any creature within your reach during this movement. A creature may only be attacked by this ability once per turn.
Additional Surges. You may use additional surges with this ability up to a max of your PB, you move up to an additional half your movement per 2 additional surges.
Mighty Stomp 1st
- Cost: 1+ surges
- Requirements: 14 Str
You can use your action to slam your foot into the ground causing a shockwave around yourself. Creatures within 10 feet of you must make a Str Save or fall prone and take a 1d8 bludgeoning damage. The area becomes difficult terrain.
Additional Surges. You may use additional surges with this ability up to a max of your PB, the the area increases by 5 feet and damage increases by 1d8 per additional surge.
Guardian Field 1st
- Cost: 1+ surges
As an action you may enter a stance, releasing a wave of threatening energy forcing enemies to focus their enmity upon you. Until the start of your next turn, any creature within 5 feet of you who attempts to target an ally with a attack or harmful ability must first make a Wis Save. On a failed save, the creature must choose you as the new target or lose the attack or ability. This has no effect on AOE abilities.
Additional Surges. You may use additional surges with this ability up to a max of your PB, the area of this ability increases by 5 feet per additional surge.
Recover Equilibrium 1st
- Cost: 2 surges
As a bonus action you can make a save to remove the captivated, charmed, frightened or poisoned conditions if that condition would allow a save to remove every turn.
Surge of the Sea 3rd
- Cost: 1 surge
As a bonus action you infuse yourself with the energies of the sea. For 1 minute you gain a swim speed equal to your walking speed.
Surge of Gravitation 5th
- Cost: 2 surges
As a bonus action for 1 minute you gain a climbing speed equal to your walking speed and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Volley 5th
- Cost: 2+ surges
- Requirements: You are wielding a ranged weapon
When you take the attack action on your turn, you can replace one of your attacks in order to make a ranged attack against any number of creatures within 5 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Additional Surges. You may use additional surges with this ability up to a max of your PB, the area increases by 5 feet per two additional surges spent.
Whirlwind Attack 5th
- Cost: 2+ surges
When you take the attack action on your turn, you can replace one of your attacks in order to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Additional Surges. You may spend two additional surges with this ability, if you do so you can make an attack against any creature within your reach.
Surge of the Earth 9th
- Cost: 2 surges
As a bonus action you infuse yourself with the energies of the land. For 1 minute you gain a burrow speed equal to your walking speed through earth and stone. While doing so, you don't disturb the material you move through. If you end your turn while inside earth or stone, you take 1d10 force damage and are shunted to the nearest unoccupied space.
Empathic Jaunt 11th
- Cost: 2 surges
As a reaction to a hostile creature damaging an ally, you may form a link between you and your ally allowing you to teleport to a free space within 5 feet of them as long as they are within 100 feet of you.
Spell Break 11th
- Cost: 3 surges
When a creature attempts to cast a spell while within 5 feet of you, you may use your reaction to try disrupt the spell with a melee attack. If you hit the target, they must make a concentration check, if they fail the spell is wasted and spell slot expended.
Sunder Magic 11th
- Cost: 3 surges
You draw upon your supernatural might to destroy a spell. Make a melee weapon attack against a creature, object, or a spell. If your attack hits, you can attempt to dispel a single spell on the target. Make an ability check using your highest modifier to attempt to dispel, The DC equals 10 + the spell's level. On a successful check, the spell ends.
Surge of the Sky 11th
- Cost: 3 surges
As a bonus action you infuse yourself with the energies of the sky. For 1 minute you gain a fly speed equal to your walking speed.
Eternal Hunt 13th
- Cost: 2+ surges
You can hunt your foe to the ends of creation. As a reaction when a creature within 120 feet of you that you attacked last turn teleports. You teleport along with the enemy, appearing the same direction and distance from it as you were before it teleported (or the nearest unoccupied space if your destination is occupied).
Additional Surges. You may use additional surges with this ability up to a max of your PB, bringing willing creatures within 120 feet with you on the teleport if it uses its reaction, one per two additional surges spent.
Retaliatory Jaunt 13th
- Cost: 3 surges
As a reaction to a hostile creature within 100 feet damaging you, you may form a link between you and that creature allowing you to teleport to a free space within 5 feet of that creature.
Shifting Blow 13th
- Cost: 2 surges
- Requirements: you are wielding only a single one-handed melee weapon and have your other hand or hands free
You force your opponent to end up right where you want them. Make a melee attack. If the attack hits, you can move the target up to 10 feet into a space in your reach as long as the target is your size or smaller. You can move the target through your space during this movement. If you miss, you may move the target 5 feet.
Steel Wind Strike 13th
- Cost: 4 surges
- Requirements: you are wielding only a single one-handed melee weapon and have your other hand or hands free
You vanish to strike like the wind. Choose up to five creatures you can see within 60 feet. Make a melee attack against each target. On a hit, the target takes an additional 2d10 damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Additional Surges. You may use additional surges with this ability up to a max of your PB, targeting an additional creature per additional surge spent.
All-In Strike 17th
- Cost: 4 surges
You throw your weight into a powerful attack that leaves you vulnerable. Make a melee attack. If this attack hits, you get a critical hit. If you roll a critical, your attack deals an extra 1d12 damage. Whether or not you hit, you gain 4 stacks of exhaustion until the end of your next turn.
Sever Space 17th
- Cost: 4 surges
- Requirements: You are wielding a weapon or have a unarmed strike that does slashing damage
You destroy the space between you and your targets, allowing you to strike with your melee weapon at great range. Make a melee weapon attack. The attack gains an 100-foot reach for this attack. After the attack, regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a Con Save.