Fighter Archetype:Gauss
Charging your abilities with every step, you're streamlined for speed. You are the runner, the rapid. If the battle seems out of control, you're not going fast enough. Accelerate and race across vast landscapes or seas. Recharge power from hostile strikes and reduce the force of their impact. Flash-freeze enemies dead in their tracks, then spontaneously combust your foes, as you paves the path to a swift victory.
Battery
To achieve supersonic speed, you draw upon your electrokinetic battery to fuel your abilities. You have access to 80% of the battery in its normal state. The battery charges 10% for every 5 feet you travel. All charge depletes after you finish a short or long rest. When the battery hits 0% any ability in use ends regardless of duration. Some abilities require saves: your DC is 8 + your proficiency modifier + your constitution modifier.
Mach Rush
You may burst into a supersonic sprint bowling over enemies and draining the battery. Using Mach Rush requires your action, and drains 80% of your battery. Crashing into creatures your size or smaller knocks them prone on a failed strength save and continue running. Crashing into solid objects or larger creatures generates a powerful shock wave dealing 2d6 thunder damage within a 5 foot radius of you and stop running. Opportunity Attacks are not provoked when you move in this way. This damage increases to 4d6 at 7th level, 6d6 at 10th, 8d6 at 15th, and 10d8 at 18th. When you use Mach Rush, your movement speed, for the duration, is Mach 1; this movement does not charge the battery.
Kinetic Plating
At 7th level, you can generate armor made of energy as a bonus action that lasts for a minute. This armor gives resistance to taken physical, fire, cold, and thunder damage. This armor, also, prevents you from being knocked prone. You may only activate Kinetic Plating two times per long rest; furthermore, having it active drains 10% of your battery per turn. Deactivating is a free action.
Thermal Sunder
Starting at 10th level, you can siphon Kinetic energy from the area as part of your attack, charging the battery 30% and inflicting 2d6 cold damage within a 10 foot radius. You can also reverse the process, draining the battery 50% and inflicting 4d6 fire damage within 10 feet. You cannot activate both as part of the same attack action. Any creature that is within the radius when Thermal Sunder is activated or enters during the duration must make a dexterity save. On failure, a creature takes full damage and has their movement speed reduced to 0 using the cold variant; on success, a creature receives half damage and does not reduce their speed. Thermal Sunder lasts until the start of your next turn.
Redline
At 15th level you can push your battery beyond the default allowing 100% use of it as a bonus action. Beyond the Redline, abilities and features are set into overdrive for one minute or until you end it as a free action. When Redline is activated you gain another action (one weapon attack only) and battery costs of Kinetic Plating, Thermal Sunder, and Mach Rush are halved and Mach Rush is twice as fast. When using Redline, bolts of arcing electricity dance periodically from you dealing 2d10 lightning damage to an enemy within 30 feet per turn, and exploding en masse for 8d6 lightning damage in a 20 foot radius when Redline is over. You have one use of Redline and it recharges after a short or long rest.
Agito
Starting at 18th level, your battery can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious for 80% of your Battery. While you have 0 hit points during the rest of that round, taking damage causes death save failures as normal, and three death save failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use Agito, you can’t use it again until you finish a long rest. Moreover, the speed of Mach Rush increases to Mach 2.
Image Credits
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