Monk
Base Class: Monk

Monks are fast. Very fast. Your monastery however has a special appreciation for speed. From basic advantages like enhanced reflexes and superior speed, to the highest ranking among you appearing to almost teleport or phase between objects. Train your body to keep up with the likes of Quicklings, and train your mind to sense them just as easily.

Enhanced Unarmored Movement

When you gain a Monastic Tradition feature your Unarmored Movement bonus is increased by an additional 5 ft.

Enhanced Unarmored Movement

When you gain a Monastic Tradition feature your Unarmored Movement bonus is increased by an additional 5 ft.

Enhanced Unarmored Movement

When you gain a Monastic Tradition feature your Unarmored Movement bonus is increased by an additional 5 ft.

Enhanced Reflexes

3rd level Way of The Blinking Eye feature

He who acts last, loses. Always aware of your surroundings, you gain +2 to Passive Perception, Insight, and Passive Investigation. You also add your Wisdom Modifier to your Initiative rolls.

Enhanced Unarmored Movement

3rd level Way Of The Blinking Eye feature

Your monastery has trained you to move quickly, whether that is for the purpose of pursuit or escape. When you gain a Monastic Tradition feature, your Unarmored Movement bonus is increased by 5 ft.

Additionally, if you use the Dash action to charge at an enemy, you can make a melee weapon attack with the same action, dealing an additional amount of force damage equal to one martial arts die. Because this uses the Dash action instead of the Attack action, you cannot make your bonus action unarmed strikes.

Flash Step

6th level Way of The Blinking Eye feature

Your speed is beginning to outpace the senses of some creatures now. When you use Step of the Wind, you can spend 2 ki points to make a Special Attack as part of the same bonus action. You must also move at least 10 ft towards the target to trigger this Special Attack. If you roll a fifteen or higher, regardless of if the attack hit, you appear 15 ft behind the target. If there is no space to appear behind the creature, you appear out of melee range for that creature. The creature may attempt an attack of opportunity, but does so at disadvantage.

Phase Shift

11th level Speedster feature

You have learned perfect control over the vibrations of your body. Allowing you to slip between solid objects. You gain 2 abilities from this new found control.

  • Ethereal Walk - You can spend 5 ki points to phase into the ethereal plane for one minute as an action. Creatures in either plane can see you, but only creatures in the Ethereal Plane can touch you while this is active. If they do, you must roll a Constitution saving throw equal to 10 or half damage, whichever is higher.
  • Ethereal Strike - When you make an unarmed strike with your Attack Action, you can spend 3 ki points to phase your body temporarily. Until the end of your attack action, your attacks ignore worn armor and you can add your Wisdom Modifier to damage rolls.

Flash Forward

17th level Way of The Blinking Eye feature

Your speed is perfected. When you roll Initiative, you can use your reaction to spend 15 ki points. This allows you to roll 1d6, and you get that many turns before Initiative starts. Afterwards, roll 1d4. For that many rounds, you can only take the dodge or disengage action, you cannot use bonus actions or reactions, and your speed is halved.

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