Hyperkinetic (5e Subclass)

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Hyperkinetic[edit]

Fighter Subclass

Hyperkinetics are individuals who enjoy one thing in life above all. Speed. Hyperkinetics hone their kinetic magic from a young age and excel at winning battles against significantly stronger enemies, by simply overwhelming and baffling their enemies using their impossibly fast movements.

Overdrive

When you choose this subclass at 3rd level, you begin to gain affinity to certain elements of magic in relation to speed. You can use a bonus action, you can activate Overdrive, gaining the following benefits:

  • When you activate Overdrive, and as a bonus action in each subsequent turn, you can gain yourself the benefits of the Dash action.
  • Your walking speed increases by 5*your proficiency bonus feet.
  • Your movement provokes opportunity attacks at disadvantage.
  • You can move through the space of another creature, which counts as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Overdrive last for 1 minute, ending earlier if you become incapacitated. You can use this feature a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.

Some features of this subclass require a saving throw to resist its effects. Your Overdrive DC is calculated as 8 + your proficiency bonus + your Constitution modifier.

Hit'n Run

Also at 3rd level, you master special combat tactics that rely on your superior movement. To use the features below, you must be wielding a melee weapon that lacks the heavy or two-handed property, not wear armor heavier than medium and be with Overdrive active.

Lighting Skewer. You must wield a piercing weapon to use this technique. On a turn in which you take the Dash action, whenever you move at least 10 feet before making a melee weapon attack, you infuse your attack with lightning. Your next successful attack on this turn causes additional 1d8 lightning damage. This attack is a critical hit on a 19-20.
Slash and Dash. You must wield a slashing weapon to use this technique. When you move through the space occupied by a hostile creature of Large size or smaller, and make an attack with a slashing weapon against that creature, you can force the target to make a Strength saving throw. On a failure, the target is knocked prone and its speed is halved until the start of your next turn.
Hypersonic Smash. You must wield a bludgeoning weapon to use this technique. On a turn you take the Dash action, whenever you move at least 10 feet before making a melee weapon attack, you infuse your attack with lightning. Your next successful attack on this turn causes additional 1d8 thunder damage. If you move at least 60 feet before this attack, the target must succeed on a Constitution saving throw, or is stunned until the end of your next turn.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.
Warp Speed

At 10th level, you gain the ability to move incomprehensibly fast, allowing you to effectively teleport between places. While overdrive is active, if you take the Dash action, you can teleport up to your movement speed (not counting the added speed from dash), instead of moving to your destination, as long as the space you are teleporting is unoccupied and you are able to see it.

In addition, you can choose to end Overdrive on yourself as an action. If you do so, you can teleport to a place you can see within a distance equal to double your movement speed plus your Dexterity score x 10 feet.

Blurred Sidestep

At 15th level, you gain the ability to avoid enemy attacks with ease as your perception of time speeds up. As a reaction when you are hit by an attack, you can use your reaction to force the attacker to reroll, potentially turning that hit into a miss. You can use this ability an amount of times equal to your proficiency bonus, and regain all uses during a long rest.

If Overdrive is active, you also can move up to 10 feet as part of this reaction.

Thunderous Annihilation

At 18th level, you gain the ability to channel static electricity build up by your movement, allowing you to attack with devastating power. On your turn, you gather 2d6 for each 10 feet you move, up to 12d6. Then, you can release that energy through a melee attack.

In addition, all other creatures in a 20-foot radius must succeed on a Constitution saving throw, or take the same damage in thunder damage (or half as much on a success). This happens regardless of if you hit or miss.

Once you use this feature, you can't do it again until you finish a long rest.

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