Hyperkinetic

*Hyperkinetic espers possess extraordinary physical abilities that are activated by sending apeiron energy rushing through their body. When a hyperkinetic “rushes" they become exponentially faster, and are capable of feats such as moving across vertical and liquid surfaces, or being evasive when needed.*

## Class Features

As a hyperkinetic you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per hyperkinetic level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per hyperkinetic level after 1st

### Proficiencies

**Armor**: Light armor, medium armor
**Weapons**: Pistols, and choose either Melee or SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Dexterity, Charisma
**Skills**: Choose any three

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) P-10 Predator or (b) SM-5 Shuriken
* (a) Baton or (b) Knife
* (a) Stock Light Armor or (b) Stock Medium Armor

### Rush

Power courses through your body, waiting to be unleashed. On your turn, you can rush as a bonus action.

While rushing, you gain the following benefits when not wearing heavy armor:

* You have advantage on Dexterity checks and Dexterity saving throws.
* Your speed increases by 30 feet. This increases to 60 feet at 6th level.
* When you engage in unarmed combat you roll a d6 + your Dexterity modifier in place of the normal damage of your unarmed strikes.
* You gain the ability to move along vertical and liquid surfaces. If you stop moving while on these surfaces, you fall, unless you can somehow prevent it.
* When you take the Attack action with an unarmed strike on your turn, you can make two additional unarmed strikes as a bonus action.
* You can take the Dash, Dodge, and Disengage actions as a bonus action.

Your rush lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't taken an action since your last turn or taken damage since then. You can also end your rush on your turn as a bonus action.

Once you have rushed the number of times equal to your proficiency bonus, you must finish a long rest before you can rush again.

### Inhuman Reflexes

Starting at 3rd level, while you are rushing, you can use your reaction to deflect or catch a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.

If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

### Quick Evasion

At 6th level, you move so fast while rushing that you can dodge out of the way of certain area effects, such as a grenade’s explosion. 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.

### Overdrive

By 9th level, you've learned to push your body to its limits while rushing to move so fast that you briefly stop the flow of time for everyone but yourself. As an action, you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. When you take these extra turns the following applies:

* Attack rolls are made with advantage.
* Any attack that hits counts as a critical hit.
* Strength and Dexterity saving throws automatically fail.
* Creatures other than you can't take reactions.

When your rush ends, you suffer one level of exhaustion.