Base Class: Monk
Monks that walk the way of Kinesis manipulate kinetic energy like no other, harnessing it through their body and redirecting to their strikes. Perhaps you do so through arduous training of your own body, through powerful magical tattoos, or maybe even using powerful and special gauntlets. Whatever the case may be, these Monks are found moving across the battlefield, building up power to strike with a power rarely matched.
Dynamis Stance
Beginning when you first adopt this tradition at 3rd level, you can enter a stance to gather kinetic energy as a bonus action.
You gain the ability to generate energy, represented by charges; for 1 minute, or until you have expended a number of charges equal to twice your proficiency bonus.
For every 10 feet you move on a turn while the Dynamis Stance is active, you generate a charge. Once per turn, if you have generated any charges, you can cause your next melee attack to expend all charges held. Whether the attack hits or misses, target must make a Constitution saving throw against your Ki save DC, and it takes an additional Martial Arts die of damage per charge on a failed save, or half as much damage on a successful one.
Regardless of whether the hit lands, all creatures in a 15 foot cone directly behind the target must also make a Constitution saving throw against your Ki save DC, or take half the damage of the expended charges on a failed save, or half of that damage on a successful one.
All unspent charges fade at the end of your turn, and don't count against the number of spent charges. Once a number of charges equal to your twice your proficiency bonus have been expended, or the time has run out, you cannot enter a Dynamis Stance again until after the end of your next turn.
You can enter your Dynamis Stance this way once, gaining the ability to use it again when you finish a long rest or if you expend 2 ki points to use it again.
Gathering Strength
Also at 3rd level, you can gather power to achieve feats of great strength. As an bonus action, you may enter an different version of your Dynamis Stance. It gathers and expends energy, represented as charges, in the same way; but instead of its effects, it empowers your athletic prowess. It lasts until the end of your next turn, and for the duration, you gain the following benefits:
- If you have at least two charges, you have advantage on Strength(Athletics) checks. In addition, for every charge other than two, roll your Martial Arts die. You add the result to the check. Making a check empowered this way expends all charges. For example, if you have four charges, you make the check with advantage and you add two rolls of your Martial Arts die to the result.
- If you have at least two charges, your jump distance is doubled. In addition, for every charge other than two, roll your Martial Arts die. You add the result to the distance you can jump. Making a jump empowered this way expends all charges. For example, if you have four charges, your jump distance is doubled and you add two rolls of your Martial Arts die to the distance you can jump.
You can enter this different version of your Dynamis Stance once, regaining the ability to use it again when you finish a short or long rest.
Dynamis Protection
At 6th level you've begun to master the use of kinetic energy to ward against harm. At the end of your turn, if you have your Dynamis Stance active, you may expend all held charges. Roll an amount of your Martial Arts dice equal to the number of charges. You gain temporary hit points equal to the result + your Wisdom modifier (no action required).
Kinetic Redirection
At 11th level, you've learned how to control the potential energy held in the body of your foes to strike back. As a reaction to being hit by a melee attack, you can tap into the power of your Dynamis Stance, reducing the damage taken by half. The next time you hit a creature with a melee attack, that attack deals additional damage equal to the damage reduced this way.
You can use this feature once, regaining the ability to use it again when you finish a short or long rest, or if you expend 4 ki points to use it again.
Dynamis Conduit
At 17th level, you've perfected how energy flows through your body, becoming the perfect conduit for storing and expelling energy. You gain the following benefits:
- All of your unarmed attacks have a reach of 10 feet.
- While in your Dynamis Stance, the energy you generate forms a protective barrier as you move, preventing Attacks of Opportunity against you.
- While in your Dynamis Stance, you aren't affected by any effect, spell or terrain that would reduce your speed.
- Whenever you deal damage by expending charges with your Dynamis Stance, you gain temporary hit points equal to half the damage dealt.
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