Aspect Codex
Kinetic Absorption
Kinetic Absorption is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Kinetic Absorption defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Impact Sponge
When you take bludgeoning damage or fall damage, reduce the damage by 1d6 + your STR modifier.
Stored Momentum
Store a small amount of motion in your body. The next melee attack, shove, jump, or STR check you make before the start of your next turn gains a bonus equal to 1d4.
Kinetic Guard
When you are hit by a weapon attack or take bludgeoning, piercing, slashing, thunder, or force damage, reduce the damage by your STR modifier plus your proficiency bonus.
Rebound Strike
When a creature within reach hits you with a melee attack, reduce the damage by your STR modifier. Then make one unarmed strike against the attacker.
Momentum Step
Move up to 10 ft. without provoking opportunity attacks. If you took damage since the end of your last turn, increase this movement to 20 ft.
Grounding Stance
Until the effect ends, you have advantage on checks and saves against being pushed, pulled, knocked prone, or moved against your will. If you succeed on such a save, gain temporary hit points equal to your STR modifier.
Absorb Impact
When you take bludgeoning, piercing, slashing, thunder, or force damage, reduce the damage by 2d8 + your STR modifier. The next melee attack you hit with before the end of your next turn deals extra damage equal to your STR modifier.
Redirect Force
When a creature you can see within range is pushed, pulled, knocked prone, or damaged by a weapon attack, reduce the movement by 10 ft. or reduce the damage by 2d8 + your STR modifier.
Charged Body
Gain temporary hit points equal to 2d8 + your STR modifier. While you have these temporary hit points, your unarmed strikes deal extra bludgeoning damage equal to your proficiency bonus once per turn.
Spring Loaded
Until the start of your next turn, your jump distance triples and the next creature you hit with a melee attack must make a STR save or be pushed 10 ft.
Kinetic Counter
When a creature within reach damages you, reduce the damage by 3d8 + your STR modifier. If this reduces the damage to 0, the attacker must make a STR save or fall prone.
Launch Stored Force
Release stored kinetic energy at one creature within range. Make a ranged power attack. On a hit, the target takes 18 (4d8) force damage and must make a STR save or be pushed 15 ft.
Impact Transfer
When you take damage from an attack or collision, reduce the damage by 3d8 + your STR modifier. One creature or object within range takes force damage equal to your STR modifier.
Momentum Reservoir
Once per round when you reduce damage with a Kinetic Absorption power, gain temporary hit points equal to your STR modifier. While you have temporary hit points from this aspect, your carrying capacity doubles.
Crushing Rebound
When you reduce damage with a Kinetic Absorption power, choose one creature within range. It must make a STR save, taking 27 (6d8) force damage and falling prone on a failed save, or half damage with no prone on a success.
Shock Absorber
When you or a creature you can see within range takes bludgeoning, piercing, slashing, force, or thunder damage, reduce the damage by 4d8 + your STR modifier.
Kinetic Barrier
Create a pressure field around yourself. Hostile creatures treat the emanation as difficult terrain, and ranged weapon attacks against you have disadvantage while the attacker is outside the emanation.
Fallbreaker
When you or a creature you can see within range falls, reduce falling damage to 0. When the creature lands, creatures of your choice within 10 ft. of the landing space must make a DEX save or fall prone.
Kinetic Battery
When you reduce damage with a Kinetic Absorption power, record the amount reduced until the end of your next turn, up to 30. Once before then, add that amount as force damage to a melee attack or Launch Stored Force.
Pulse Release
Release stored motion in an emanation. Creatures of your choice in the emanation must make a STR save, taking 36 (8d8) force damage and being pushed 20 ft. on a failed save, or half damage with no push on a success.
Impact Immunity
For the duration, you have resistance to bludgeoning, piercing, slashing, force, and thunder damage, and you cannot be knocked prone by forced movement.
Power Sink
When you or a creature you can see within range takes damage from an attack or physical power, reduce the damage by 5d8 + your STR modifier. If this reduces the damage to 0, the target may move 10 ft. without provoking opportunity attacks.
Vector Reversal
When a creature or object you can see within range is pushed, pulled, launched, or knocked prone, reverse the forced movement direction or prevent the prone condition. An unwilling creature may make a STR save to resist the reversal.
Kinetic Overload
Choose one creature within range. The target must make a CON save, taking 44 (8d10) force damage on a failed save, or half as much on a success. On a failed save, its speed becomes 0 until the start of your next turn.
Perfect Absorption
When you take bludgeoning, piercing, slashing, force, or thunder damage, reduce the damage by 6d8 + your STR modifier. If the damage is from a nonmagical weapon or fall, reduce it to 0 instead.
Mass Damping
Choose creatures in the emanation. Chosen creatures have resistance to bludgeoning, piercing, slashing, force, and thunder damage, and have advantage on saves against forced movement.
Momentum Dominion
You ignore resistance to force damage dealt by Kinetic Absorption powers. Once per turn when you reduce damage, you may move up to 15 ft. without provoking opportunity attacks.
Catapult Reversal
When a creature or object within range is hit, moved, or damaged by kinetic force, hurl that force at another target within 60 ft. of the original. Make a ranged power attack; on a hit, the new target takes 49 (9d10) force damage.
Impact Null
When you or a creature you can see within range takes bludgeoning, piercing, slashing, force, or thunder damage, reduce the damage to 0 if the triggering effect is Tier 7 or lower. Otherwise reduce the damage by 7d8 + your STR modifier.
Seismic Release
Release stored kinetic force through the ground. Grounded creatures of your choice in the emanation must make a STR save, taking 44 (8d10) force damage and falling prone on a failed save, or half damage with no prone on a success.
Kinetic Avatar
For the duration, you have resistance to bludgeoning, piercing, slashing, force, and thunder damage, cannot be knocked prone or moved against your will, and your Kinetic Absorption damage ignores force resistance.
World Rebound
When any creature you can see within range takes damage from an attack, fall, collision, or physical power, reduce the damage by 8d8 + your STR modifier. One creature within 60 ft. of the target takes force damage equal to half the amount reduced.
Velocity Crash
Choose a 40-ft. radius area within range. Creatures of your choice in the area must make a STR save, taking 55 (10d10) force damage and being pushed 30 ft. on a failed save, or half damage with no push on a success.
Stored Catastrophe
Release all stored kinetic force. Creatures of your choice in the emanation must make a CON save, taking 66 (12d10) force damage on a failed save, or half as much on a success. You then gain temporary hit points equal to your STR modifier plus your proficiency bonus.
Absolute Inertia
You cannot be moved, knocked prone, or restrained by physical force unless you choose to be or are incapacitated. You have resistance to bludgeoning, piercing, slashing, force, and thunder damage.
Perfect Redirection
When a creature you can see within range takes damage from an attack or physical power, reduce the damage to 0. Choose a second creature within 120 ft. of the first; it takes force damage equal to the prevented damage, up to 80.
Kinetic Singularity
Create a 30-ft. radius kinetic singularity centered on a point within range. Hostile creatures treat the area as difficult terrain. When a hostile creature starts its turn in the area, it must make a STR save, taking 44 (8d10) force damage and being pulled 30 ft. toward the center on a failed save, or half damage with no pull on a success.
World Stillness
Kinetic energy slows in the emanation. Hostile creatures in the area must make a STR save or have speed 0 and be unable to make more than one attack until the start of your next turn.
Unbreakable Vector
For the duration, you are immune to bludgeoning, piercing, slashing, force, and thunder damage from attacks and physical powers. When you prevent damage this way, your next attack before the end of your next turn deals extra force damage equal to your STR modifier plus your proficiency bonus.
Absolute Redirection
When any creature you can see within range takes damage, reduce the damage to 0 and redirect the entire force. Choose any creature or object within 300 ft. of the protected target; it takes force damage equal to the prevented damage, up to 120.
Total Kinetic Lock
Choose one creature or object within range. The target must make a STR save or become locked in place by inertial force. While locked, it is restrained, cannot be pushed or teleported, and its speed is 0. It repeats the save at the end of each of its turns, ending the effect on a success.
Worldcrash Release
Release a legendary accumulation of kinetic force at one point within range. Creatures and objects of your choice in a 120-ft. radius must make a STR save, taking 110 (20d10) force damage and being pushed 120 ft. on a failed save, or half damage with no push on a success. Structures take double damage.
Characters With This Aspect
No character is linked to this aspect yet.