Monk
Base Class: Monk

"I saw one today, those monks of Kethos. Far from their home but should have guessed it to be but a short stroll for one of them. Their long braided hair floating in the wind as they ran silently across my crops, arms spread wide, the grin on their face an open dare to the empire to try and stop them.
    The empire's iron hold on their land has not weakened their resolve and the banishment of their elders has led way to a new generation of windrunners and boy do they run. The freedom of youth of full display makes an old soul envious. Run young child of Kethos, your heritage is not dead and however much they try to slow you, run."
- Archivist Enira Oqearim's reported sighting of a Windrunner monk running across her farm.

Run like the Wind

Starting at 3rd level when you choose this monastic tradition you learn to focus your breathing to move with incredible speed and agility and gain the following abilities.

  • When you use the Step of the wind ability you can both dash and disengage at the same time.
  • Unarmored movement is increased to 20ft and grows as usual to a total of 40ft at 18th level. 
  • When you use the dash action you ignore non magical difficult terrain. (You do not ignore damage dealt by movement in difficult terrain such as in the Spike growth spell)

Additionally you gain the ability to empower your attacks with your momentum. Each 15ft you move towards an enemy let's you add an additional martial arts die to the damage of your first succesful attack with a monk weapon or unarmed strike that turn. There is no limit to how many martial arts dice you can add with your momentum but you lose all of them if you change directions or if your turn ends without you having used them.

Whirlwind's Grace

At 6th level your body moves with speed and grace making your hands and feet move faster allowing you to do new things.

  1. Once a turn if you miss an attack roll on an unarmed strike you can spend 1 Ki-point to reroll.
  2. When a creature misses a melee attack 5ft from you, you can spend 1 Ki-point to make an attack of opportunity as a reaction.
  3. You can spend 2 Ki-points to cast Longstrider on yourself
  4. If you haven't moved since the beginning of your last turn you can spend 1 Ki-point to add 1 momentum to your next attack.
  5. You can spend 1 Ki-point to walk and run silently.

Lightning Dash

At 11th level you focus your energy into a powerful dash that can split the battlefield with the power of a storm.
As an action you can perform a powerful dash straight towards an enemy you can see within 30 feet. The target and any creature in the way must make a Dexterity saving throw taking 2d10 lightning damage on a failed save or half as much on a succesful one. If there is another enemy creature you can see within 30 feet of the original target you can do another Lightning dash at them. You can repeat this a number of times equal to your Wisdom modifer or until there are not targets within range, then the ability ends. 

You do not provoke attack of opportunity when dashing between targets.

You can use this ability once between short or long rests and you can spend 3 Ki-points to repeat it if you have no uses left.

True Understanding of Speed

The wisdom of the elders can push someone past what their thought possible. It has always seemed nonsensical but now you feel deep within you that you understand it. The world seems to slow down around you and your stamina feels to be endless. At 17th level you gain the following abilities.

- Your hands move much faster than before. You can attack thrice, instead of twice, whenever you take the Attack action on your turn.

- As the world slows around you, your Dexterity score is increased by 4 to a maximum of 24 to match your enhanced agility.

- Your stamina is infinite can run endlessly without getting tired.

- When you land a critical hit you can disingage for free. The power of your strikes make you look like a blur as they distort the air around you.

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