Base Class: Monk
In the ancient times before time, according to the traditions of the west, there was a monk by the name of Xùnsù. Her mastery over the true nature of Ki let her push her body beyond normal limits, achieving speed and strength that others could not match. Mortals tried, and failed, to match her achievements. Some who were jealous tried, and failed, to kill her for she outran all that stood against her. It was rumored that even the gods could not catch her if they tried. So when the spirit of death came to take her beyond the realms of life, she challenged him to a race. The spirit of death accepted. And just like the countless mortals and immortals who thought they could match her, death was unable to match her prowess. Xùnsù ran, and ran, and continues to run to this day. Legend has it that she runs across the heavens, as one of the brightest stars in the night sky, named for her. Though the stories of Xùnsù may not be true, the monks who follow after her seek to achieve the same speed of legend.
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The Way of the Swiftsoul is for monks who want to go fast, faster than fast. These monks utilize bonuses to unarmored movement, and special techniques they can perform that augment their movement over the battlefield. In direct combat, these monks rely on their Overrun technique, which enables them to deal massive damage if they build up speed before utilizing the ability. They can outpace almost any foe, and can zip in and out of danger at a moment's notice, making any encounter a blur of unarmed strikes and deadly footfalls. Foes will learn to fear the sound of soft footpads when the Swiftsoul Monk enters the fray!
Extra Unarmored Movement
Upon following this Monastic Tradition at level 3, your unarmored movement speed increases by 10 feet. It increases by another 10 feet at level 10, and again at level 17.
Swift Soul
- When you take the Dash action, you may use Flurry of Blows as a Bonus Action. When you hit a creature with one of the attacks granted by this feature, it must succeed on a Strength Save against your Ki save DC or be pushed 5 feet away in a direction of your choice.
- Your Step of the Wind technique no longer requires Ki points to use. In addition, you can spend 1 Ki to cast Longstrideron yourself, without components, as an action, once per short rest.
Overrun
At the 6th, when you take the dash action, you may attempt to move through a creature’s space by spending a Ki point. You must have moved at least 20ft before attempting to move through the target’s space. The creature then must make an athletics or acrobatics saving throw against your Ki save DC.
On a failure, the creature is struck by one of your unarmed attacks, and takes 1d8 additional magical bludgeoning damage per 10ft beyond the initial 20ft you moved beforehand for a maximum of 8d8 additional damage. You then move through the creature's space, and the creature is knocked prone.
On a success, your movement is stopped in front of the target, and the target may take an attack of opportunity against you.
Speed of the Wind
At the 11th level, you can spend 4 Ki points to cast Haste on yourself, without a spell slot or material components as a bonus action. Additionally, you are considered to be under the effects of the Freedom of Movement spell for the round in which you spend at least one Ki point.
Outpace the Gods
At the 17th level, when taking your movement action, you no longer provoke opportunity attacks, except when a foe succeeds against your Overrun technique. You are also no longer subject to slowing effects, or other abilities or conditions that limit or restrict your speed. You are immune to the prone and paralyzed conditions, and can spend a bonus action to free yourself from any restrained conditions, magical or otherwise. While taking the dash action, you triple your speed.
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