Base Class: Monk
Pretty sure this description doesnt even show up so who cares.
Bonus Proficiency
You gain proficiency in the acrobatics skill if you don't already have it.
Nimble Body
Due to your exceptional quickness and agility, you gain the following benefits:
- 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. At 11th level, the bonus movement from Step of The Wind increases to 15 feet, and you can ignore the acrobatics check when landing on difficult terrain.
- 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.
- When you take the dodge action, if an attack made against you fails, as a reaction, you can expend 1 ki point to attempt a counterattack with an unarmed strike or monk weapon.
Kinetic Slam
You have trained to use your full body weight and momentum to power your attacks. 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.
Defensive Agility
Your training has allowed you to use your ki almost preemptively to dodge your opponent's attacks. For every 5 feet of movement not used at the end of your turn, you can convert it into AC for 1 ki point per point of AC until the start of your next turn. This feature can be used once per short or long rest.
Unstoppable Speed
Due to constant training, your speed and agility are masterful, and you gain the following benefits.
- You can cast haste on yourself once per long rest
- All saving throws against movement hindering spells are made with advantage
- You are immune to being paralyzed or restrained
- You can stand up from being prone with 5 feet of movement
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