Warrior of Momentum
Warriors of Momentum store and redirect the kinetic energy their body creates. They are fast fighers and world traveled explorers, always staying in motion.
LeveL 3: Charging Momentum
On your turn, you can spend 1 focus point to enter a state of charging momentum. While in this state, you gain 1 momentum charge for every 10 feet you move, up to your proficiency bonus. This state lasts until the end of your next turn. If you gain at least one charge before then, it continues. However, if you go a full turn without gaining a charge, the state ends, and you lose all stored charges.
While you have charges, you can use them in one of the following ways by meeting its' requirement.
Momentous Strike. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll, you can spend a number of charges to roll that many martial arts dice and add that to the total damage of your attack.
Reverberate. Whenever you take damage, you reduce that damage equal to the number of charges you currently have.
level 3: Endless Motion
You have proficiency in survival and acrobatics. If you already have proficiency in survival or acrobatics, it turns into expertise instead.
In addition, you and the group you travel with can always move at a fast pace without having disadvantage on perception, survival and stealth ability checks. At 17th level, the distance you and your group can travel is doubled.
level 6: Overcharged
While you are charging momentum, if you reach your maximum amount of charges, you become overcharged until the start of your next turn. While overcharged you gain the following effects:
Harmful Dash. You can move through enemy creatures as if they were difficult terrain, when you move through a creature in this way, they must succeed on a dexterity saving throw. On a failure, they take thunder damage equal to your dexterity modifier + your proficiency bonus. A creature can only take damage in this way once a turn.
Peerless Reactions. You can now expend charges to take reactions, even if you have already used your reaction this turn. Each reaction you take in this way consumes one charge.
level 11: Fleet of foot
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or miss.
level 17: Strider
Fast. Your speed is doubled.
Meteor Step. While you are charging momentum. As a bonus action, you spend 5 focus points to teleport anywhere within line of sight, immediately after the teleport. You can choose to spend a number of charges to roll that many martial arts dice to damage every creature in a 20 foot emanation originating from you. Every creature must make a dexterity saving throw. On a failed save they take damage and are deafened for one minute. On a success, they only take half as much damage and aren't deafened.
World Walker. As a magic action, you can spend 7 focus points to use a special version of the teleport spell. You can only teleport to places you've been before, but you always arrive at that destination.
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