Base Class: Monk
To monks who follow the Way of the Kinetic Fist, fortitude and patience are the greatest of virtues. Both in and out of combat, they firmly believe that one must carry oneself with restraint, all while waiting for the right opportunity to act. These masters of momentum learn how to use their ki to transform and manipulate raw kinetic energy into a tool to further enhance their capabilities, turning the attacks of their enemies against themselves and unleashing powerful blasts of kinetic force.
Rapid Movement
Beginning when you choose this tradition at 3rd level, you can use kinetic force to move unhindered. When you use your Step of the Wind feature, you can choose to do so without spending ki points.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Kinetic Reversal
Also at 3rd level, you can use the force of your enemies' attacks to empower your own. When you are hit by a melee attack, you can use your reaction to roll your Martial Arts die and reduce the damage by an amount equal to the result. After doing so, you can choose to spend 1 ki point to make an unarmed strike as part of the reaction. On a successful hit, the attack deals additional force damage equal to the amount you reduced the initial damage by.
Repelling Force
At 6th level, you can emit a field of kinetic force to ward off attacks. When you are targeted by an attack requiring an attack roll, you can use your reaction to impose disadvantage on the roll.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Cascading Strikes
At 11th level, your strikes grow more powerful as you build momentum. Whenever you hit with an unarmed strike, the next unarmed strike you make before the beginning of your next turn deals additional force damage equal to your Martial Arts die on a successful hit.
Kinetic Shockwave
At 17th level, you can channel kinetic energy into blasts of force. As an action, you can spend 3 ki points to unleash a devastating shockwave of force in a 30-foot cone originating from you. Each creature within the area must make a Dexterity saving throw against your ki save DC. On a failed save, a creature takes force damage equal to three rolls of your Martial Arts die, is pushed 10 feet back and is knocked prone. On a successful save, a creature takes half damage and isn’t pushed back or knocked prone.







Comments