Monks of the Blurred step seek to sharpen their speed to perfection while enhancing their quickness of thought. Those who master this tradition see the world around them in slow motion, giving their minds the time to notice each and every detail of their surroundings. In combat, these monks are greatly feared. Their strikes are like that of lightning. When they move, it is as if they vanish and appear somewhere else.
Blurred Movement
Starting when you choose this tradition at 3rd level, the speed of your strikes imbues them with pure energy. When you hit with an unarmed strike, it deals extra lightning damage equal to your proficiency bonus. In addition, your reflexes have become sharpened to the point of reacting with superhuman speed. As a reaction when a hostile creature you can see makes an attack roll, you can use your reaction to move up to half your speed toward that creature and make an unarmed strike.
Slowed Reality
At 6th level, you can use the ki around you to manipulate the fabric of time. By spending 4 ki points, you can cast haste or slow.
Lightning Step
Starting at 11th level, you have enhanced your speed to the point that physical obstacles no longer hinder your speed. Difficult terrain no longer costs you extra movement. In addition, when you take the dash action, you gain the following benefits:
Opportunity attacks you provoke while moving are rolled with disadvantage
You can move through the space of Medium or smaller creature while moving. When you do so, that creature is knocked prone.
When you end your movement within 5 feet of a hostile creature, the creature takes lightning damage equal to your proficiency bonus
Frozen Vision
At 17th level, your body and mind have been quickened to the point that you can briefly stop the flow of time. By spending 7 ki points, you can cast time stop.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I really like the idea of the subclass, but I think a couple of feature feel a little bit redundant.
Blurred Movement additional move for 1 Ki seems of little use when you can dash for the same amount of Ki AND get an attack out of it while doing it. As both Blurred Movement and Step of the Wind (base class Martial Arts lvl1 feature) are Bonus Action, they could not be used together. I'd suggest making Blurred movement just giving one unarmed attack with the use of dash.
Slowed reality is really good, well done.
Lightning Step is the second redundant feature, I am afraid, as at level 9 unarmored movement gets the boost of moving on liquids and up vertical surfaces. The no-op attack on dash is good, though, and ties in well with Blurred Movement.
Frozen vision is, imho, perfect.
If you can find ways to make Blurred Movement and Lightning Step non redundant, I think you have an extremely solid subclass here, well done!
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I really like the idea of the subclass, but I think a couple of feature feel a little bit redundant.
Blurred Movement additional move for 1 Ki seems of little use when you can dash for the same amount of Ki AND get an attack out of it while doing it. As both Blurred Movement and Step of the Wind (base class Martial Arts lvl1 feature) are Bonus Action, they could not be used together. I'd suggest making Blurred movement just giving one unarmed attack with the use of dash.
Slowed reality is really good, well done.
Lightning Step is the second redundant feature, I am afraid, as at level 9 unarmored movement gets the boost of moving on liquids and up vertical surfaces. The no-op attack on dash is good, though, and ties in well with Blurred Movement.
Frozen vision is, imho, perfect.
If you can find ways to make Blurred Movement and Lightning Step non redundant, I think you have an extremely solid subclass here, well done!
I'm not very familiar with the monk class so I didn't see that some of those features were already in the base class. I've modified Blurred Movement and Lightning Step, giving them some lightning-damage dealing attacks (I got the idea from the kuo toa monitor).
What made me want to make this subclass was the Unarmored Movement trait from the base class. I'm surprised they didn't make a monk archetype based on superspeed.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Maybe you could think of introducing a feature that can allow the monk to modify its own Initiative value? Something like doubling the DEX modifier for initiative after the first round of combat, effectively making it act earlier for X rounds Y times per long rest... or maybe even make it fueled by Ki points
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Maybe you could think of introducing a feature that can allow the monk to modify its own Initiative value? Something like doubling the DEX modifier for initiative after the first round of combat, effectively making it act earlier for X rounds Y times per long rest... or maybe even make it fueled by Ki points
Perhaps, but I feel that having a characters initiative change throughout the course of combat is a bit problematic.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Maybe you could think of introducing a feature that can allow the monk to modify its own Initiative value? Something like doubling the DEX modifier for initiative after the first round of combat, effectively making it act earlier for X rounds Y times per long rest... or maybe even make it fueled by Ki points
Perhaps, but I feel that having a characters initiative change throughout the course of combat is a bit problematic.
Maybe just a base initiative bonus when not surprised or advantage on initiative rolls.
The lightning damage doesn't make any sense to me. I get that they strike like lightning, but if anything punching super fast should produce thunder damage, or if you really want to go with the "pure energy" angle, force.
Your Ki abilities are too cheap. Ki spells usually cost Level + 1 ki, with some exceptions for utility spells (e.g. Shadow Monk's Darkness/Pass Without Trace and 4 Elements Monk's Gust of Wind). Haste and Slow are potent combat spells; they should cost the full 4 ki. Likewise, Time Stop should cost 10 ki.
The lightning damage doesn't make any sense to me. I get that they strike like lightning, but if anything punching super fast should produce thunder damage, or if you really want to go with the "pure energy" angle, force.
I primarily based this class option on speedsters (like the Flash or Quicksilver) and I though lightning damage made the most sense for speed.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Your Ki abilities are too cheap. Ki spells usually cost Level + 1 ki, with some exceptions for utility spells (e.g. Shadow Monk's Darkness/Pass Without Trace and 4 Elements Monk's Gust of Wind). Haste and Slow are potent combat spells; they should cost the full 4 ki. Likewise, Time Stop should cost 10 ki.
Actually, the Monk class's Empty Body feature at 18th level uses only 8 ki points to cast astral projection. I'll increase the haste and slow ki costs to 4 points.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I think something that would be really cool is giving your character an extra turn. He is so fast that he rolls initiative twice and goes on both turns. You could also give him advantage on opportunity attacks as another bonus.
Your Ki abilities are too cheap. Ki spells usually cost Level + 1 ki, with some exceptions for utility spells (e.g. Shadow Monk's Darkness/Pass Without Trace and 4 Elements Monk's Gust of Wind). Haste and Slow are potent combat spells; they should cost the full 4 ki. Likewise, Time Stop should cost 10 ki.
Actually, the Monk class's Empty Body feature at 18th level uses only 8 ki points to cast astral projection. I'll increase the haste and slow ki costs to 4 points.
But it also is a greatly reduced version of the spell (working only on the monk, not 8 people).
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Monks of the Blurred step seek to sharpen their speed to perfection while enhancing their quickness of thought. Those who master this tradition see the world around them in slow motion, giving their minds the time to notice each and every detail of their surroundings. In combat, these monks are greatly feared. Their strikes are like that of lightning. When they move, it is as if they vanish and appear somewhere else.
Blurred Movement
Starting when you choose this tradition at 3rd level, the speed of your strikes imbues them with pure energy. When you hit with an unarmed strike, it deals extra lightning damage equal to your proficiency bonus.
In addition, your reflexes have become sharpened to the point of reacting with superhuman speed. As a reaction when a hostile creature you can see makes an attack roll, you can use your reaction to move up to half your speed toward that creature and make an unarmed strike.
Slowed Reality
At 6th level, you can use the ki around you to manipulate the fabric of time. By spending 4 ki points, you can cast haste or slow.
Lightning Step
Starting at 11th level, you have enhanced your speed to the point that physical obstacles no longer hinder your speed. Difficult terrain no longer costs you extra movement. In addition, when you take the dash action, you gain the following benefits:
Frozen Vision
At 17th level, your body and mind have been quickened to the point that you can briefly stop the flow of time. By spending 7 ki points, you can cast time stop.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Hey DungeonLord58!
I really like the idea of the subclass, but I think a couple of feature feel a little bit redundant.
Blurred Movement additional move for 1 Ki seems of little use when you can dash for the same amount of Ki AND get an attack out of it while doing it. As both Blurred Movement and Step of the Wind (base class Martial Arts lvl1 feature) are Bonus Action, they could not be used together. I'd suggest making Blurred movement just giving one unarmed attack with the use of dash.
Slowed reality is really good, well done.
Lightning Step is the second redundant feature, I am afraid, as at level 9 unarmored movement gets the boost of moving on liquids and up vertical surfaces. The no-op attack on dash is good, though, and ties in well with Blurred Movement.
Frozen vision is, imho, perfect.
If you can find ways to make Blurred Movement and Lightning Step non redundant, I think you have an extremely solid subclass here, well done!
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Maybe you could think of introducing a feature that can allow the monk to modify its own Initiative value? Something like doubling the DEX modifier for initiative after the first round of combat, effectively making it act earlier for X rounds Y times per long rest... or maybe even make it fueled by Ki points
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The lightning damage doesn't make any sense to me. I get that they strike like lightning, but if anything punching super fast should produce thunder damage, or if you really want to go with the "pure energy" angle, force.
Your Ki abilities are too cheap. Ki spells usually cost Level + 1 ki, with some exceptions for utility spells (e.g. Shadow Monk's Darkness/Pass Without Trace and 4 Elements Monk's Gust of Wind). Haste and Slow are potent combat spells; they should cost the full 4 ki. Likewise, Time Stop should cost 10 ki.
Other than that, I like the concept.
The Forum Infestation (TM)
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I think something that would be really cool is giving your character an extra turn. He is so fast that he rolls initiative twice and goes on both turns. You could also give him advantage on opportunity attacks as another bonus.
Published Subclasses
Could you publish this as an official homebrew option, so that players could use it?
Is this tradition playable? Cause I love the general idea of it
But it also is a greatly reduced version of the spell (working only on the monk, not 8 people).