Base Class: Monk
This subclass makes heavy use of the jump spell. Have its effects on hand!
This subclass doesn't focus much on straight power, but its versatility should (not guaranteed) make for an interesting role-playing experience.
This isn't tested at all, so there are probably some weird gamebreaking cases I won't address.
Also don't talk about 17th level. That's just for fun.
High Jump
At 3th level, as a Platform Master Monk, you hone your acrobatic skill.
You gain proficiency in Acrobatics if you don't already have it.
You are permanently under the effects of the Jump spell. This does not stack with other casts of Jump.
You can use your Dexterity instead of your Strength for determining how high or far you can jump.
When you land on an enemy, roll against its Armor Class as if you were making an unarmed strike. If you succeed, all fall damage you would have taken is transfered to the enemy plus the damage of the unarmed strike. On a fail, you take half of the fall damage you would have normally taken. If an enemy is transfered your bludgeoning damage, it isn't reduced by fall-slowing effects like Feather Fall
Extra Movement
At 6th level you increase your movement capabilities to control the battlefield.
You can use a bonus action to dash. This bonus action can be a part of your Flurry of Blows.
Honed Skills
At 11th level you learn improved Platform Master techniques to increase your usefulness on the battlefield.
Your unarmed strikes do 1d8 extra damage.
When you transfer your fall damage onto an enemy, the damage done is now magical.
You can jump four times as high and far, instead of three times. This effect still may/may not stack with the Jump spell.
Backwards Long Jump
At 17th level, you learn to bend reality with your sheer willpower and technique.
You may use your action to Backwards Long Jump against a wall, facing away from it. Afterwards you gain the following benefits for one minute.
Your movement speed is quintupled.
You can pass through objects and enemies less than 5 feet thick. You deal 2d10 force damage while passing through. If you cannot pass through, you still deal 2d6 force damage.
You maximum jump height is doubled (8x normal in total) and your maximum jump length is tripled (12x in total)
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