Base Class: Monk
Basically, they move and jump and that is their schtick.
Aerial Mobility
Monks will now be able to jump using their dexterity modifier, and when using the step of the wind feature, they gain an additional 10 feet of movement for that turn. This bonus movement is not affected by any modifiers like the haste spell or taking the dash action. Additionally, when moving into a space threatened by an attack of opportunity, you may make an acrobatics check to contest their attack roll, and if your roll succeeds the attack misses. If the attack roll wins, this does nothing. These benefits are only applicable when the user has no armor on.
The bonus movement from Step of The Wind increases to 15 feet and you can ignore the acrobatics check when landing on difficult terrain at 11th level
Bonus Proficiencies
You gain proficiency in acrobatics and physical performance checks if you don't already have them.
Kinetic Slam
Once per turn, if you have used Step of the Wind, during a jump when you make a melee attack that uses dexterity to hit you can double the damage modifier for that attack. You may use this feature equal to your proficiency bonus before needing to long rest.
At 11th level you may triple your dexterity modifier instead of doubling it.
Acrobatic Counter
When you make an acrobatics check to avoid an attack of opportunity and succeed, you may use your reaction to make a melee attack against the said creature.
Light on Your Feet
This feature grants you immunity to being restrained or being knocked prone. In addition for every 5 feet of movement you haven't used at the end of your turn, you can convert into ac. This costs 2 ki points per point of AC. These benefits are only active if you are unarmored.
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