Monk
Base Class: Monk

The sound of the breeze intensifies past the Elf's ears as she runs at speeds most normal folk can scarcely imagine. A minotaur goes flying back as its shoulder-checked by a dwarf moving like a runaway freight train. A goblin warlord barely has a chance to blink before they're pelted with a flurry of blows, and knocked unconscious in an instant. Monks of the flowing step are masters of high-speed combat. They rely on moving in and out of danger, and using their momentum to deal incredible damage. They appear and disappear like a thunderclap, dealing just as much damage as a lightningbolt. When the dust settles, only they will be left standing at the finish line.

Level 3: Momentum Impact

When you hit a creature with a melee attack, the attack deals additional bludgeoning damage equal to 1d4 for every 15 feet you moved before the attack hits. This changes to 1d6 for every 15 feet moved at 6th level, and 1d6 for every 10 feet moved at 11th level.

Level 3: Blinkstep

When using the Step of the Wind monk feature, you can choose to spend 1 additional focus point in order to double your total movement speed. This feature cannot be used again until you finish a short or long rest. You gain an additional usage of this feature per rest at 6th level, and again at 11th level. Additionally, at 11th level, you have become so used to moving at high speeds that it no longer requires an additional focus point to activate.

Level 6: Impulse Transfer

When you hit a creature with Momentum Impact, you may choose to push the creature. If the hit creature is one size class above yours or smaller, then the creature must make a Strength save against your Monk DC, or be pushed back a number of feet up to the amount of dice rolled for your Momentum Impact * 5.

Level 6: Sandy Vista

After moving at least 15 feet in a single turn, you no longer suffer movement penalties from difficult terrain, and your jump distance doubles for that turn. Additionally, any acrobatics or athletics checks you make after having moved at least 15 feet in a single turn are at advantage until the end of that turn.

Level 11: Rapid Martial

When making an unarmed strike as a bonus action, you may instead make 2 unarmed strikes as a bonus action. When using Flurry of Blows, you may make 3 unarmed strikes as a bonus action. You may spend up to two additional focus points when using Flurry of Blows to make 1 additional unarmed strike per point spent.

Level 11: Arrow's Accuracy

When attacking a creature with Momentum Impact, you gain a bonus to your attack roll equal to distance travelled in feet / 15, rounded down.

Level 17: Unstoppable Spear

When attacking a creature with Momentum Impact, you gain an additional 10 feet of movement until the end of your turn, and immediately take the Disengage action as a free action. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/9/2026 11:48:07 PM
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5.5e
Coming Soon

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