Base Class: Monk
Masters of quick strikes and evasive maneuvers, these warriors can dash across the battlefield in the blink of an eye, delivering swift attacks and dodging with unparalleled finesse. They gain abilities that enhance their mobility, allowing them to outmaneuver enemies and deal devastating blows with the speed of a light.
Level 3: Natural Sprinter
When using Step of the Wind it costs no Focus Points.
Level 3: Follow Through
Once per turn, after moving 10ft and hitting a creature with an Unarmed Strike, you may roll an extra Martial Arts die and add it to the damage. You may also push the creature 5ft back.
Level 3: Evasive Agility
Your speed allows you to evade danger with ease. As a reaction, when a creature misses you with a melee attack, you can move up to 10 feet without provoking Opportunity Attack. This movement must be directly away from the attacker.
Level 6: Quickened Soul
You can enter a period of slowed time which can be utilized in 2 ways:
Kinetic Blitz. As a Magic action, you may move up to your Movement Speed without provoking Opportunity Attack. While moving like this, you are unaffected by Difficult Terrain. You may make an Unarmed Strike against any creature you pass during your movement, dealing half damage if you miss. After using this feature you cannot move for the rest of your turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Reactive Rescue. When a creature you can see within 40ft takes damage, you can spend 2 Focus Points to use your Reaction to relocate yourself and the target to a location within 40ft of your initial starting position. Make a Dexterity saving throw. The DC is half the damage taken by the creature. On a successful save, avoid all damage. On a failed save, you or the creature can take half the rolled damage.
Level 11: Awakened Metabolism
Your speed grants you unparalleled mobility.
Increases Speed. Your base speed is increased by 10ft.
Flash Step. When you use Step of the Wind, you can choose to teleport to a location you can see within 40ft instead of moving normally.
Adrenaline Surge. Once per long rest, you may surge your metabolism with unnatural speed for 1 minute. This effect requires concentration. While active:
- Your movement speed doubles.
- You gain +2 AC
- You can make one additional Unarmed Strike as part of your Attack action each turn.
- You have advantage on Dexterity Saving Throws.
When the ability ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
Level 17: Time Dilation
Your unprecedented speed allows you to slow your perception of time to a stand-still.
As a Magic action, spend 8 Focus points to dilute time. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 4 turns in a row, during which you can use actions and move as normal. The ability ends if you deal damage or affect a creature with a condition. During this time you can:
- Move creatures no more then one size larger then you, using half your movement speed.
- Administer non-condition potions to creatures.
- Pick-up, place and otherwise interact with objects in the environment.
You can use this feature once per long rest.
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