Monk
Base Class: Monk

Monks of the Way of Constant Motion work in service of a mysterious deity known as Hybris high in the mountains bordering the Land of the Sun and the Sunken Valley. They believe that the world should always be in motion, with conflict being one of the most pure forms of motion. Hybris teaches his faithful that stagnation is death, violence is sacred, and that constant growth in strength and spirit is the only key to a truly fruitful life.

Those who follow the Way of Constant Motion may be wandering preachers, spreading the words of Hybris through evangelism and combat. Others may be free spirits, merely doing whatever their hearts desire without regard for consequences, such as Hybris teaches. Each one has traveled to the Hodos temple, high on mount Sideros, to receive personal training from the head priestess, Myra Theokolos, who is a harsh taskmaster and impassioned teacher.

Monks of the Way of Constant Motion usually wear tight and nonrestrictive clothing, and decorate themselves with the colors red and green in tandem, either in the forms of tattoos, paint, beads, or cloth. The green represents battle, harm and might, while the red represents healing, growth and soul.

The preferred weapons of a Way of Constant Motion Monk is an meteor hammer or rope dart, with the weapon on a chain or string being a perfect outlet for continual movement that can be redirected at a moment's notice for devastating blows.

Be Unreadable

Starting when you choose this tradition at 3rd level, your constant movement in battle makes you unpredictable to your enemies. You gain the following benefits:

  • Your walking speed increases by 10 feet.
  • When you use the attack action on a creature other than the most recent creature you attacked with weapons or unarmed strikes, you gain +2 to the attack and damage rolls.
  • When you hit a creature with one of the attacks granted by your Flurry of Blows, and have moved at least 15 ft. in the same turn, the creature must succeed on a dexterity saving throw or be knocked prone.

Be Untethered

Starting at 6th level, you can spend one ki point to end one effect on yourself that is causing you to be grappled, restrained, paralyzed or stunned. You cannot take actions on a turn after using this feature.

Be Unstoppable

Starting at 11th level, your speed and power in combat increases as you fight. When you move at least 15 ft. once on your turn, and when you use the attack action on a creature other than the most recent creature you attacked with weapons or unarmed strikes, you gain a stack of Momentum. You gain the following ramping benefits based on how many stacks of Momentum you have, with a maximum of 20 stacks:

  • 5 Stacks. Your walking speed increases by 10 ft. and when you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • 10 Stacks. When you hit with a melee weapon or unarmed strike, the target takes an additional 1d6 force damage.
  • 15 Stacks. You have resistance to bludgeoning, piercing, and slashing damage.
  • 20 Stacks. Your blurring speed causes you to be invisible while moving.

You lose 10 stacks of momentum if you end a turn having not gained any stacks.

Be In Motion

Starting at 17th level, your connection with the motion of the world is complete, allowing you to enter a trance like state of constant movement. As a bonus action, you can spend 5 ki points to gain 10 stacks of momentum, and enter a heightened physical state for 10 minutes. This state ends early if you lose all stacks of momentum, are incapacitated or die.

While you are in this state, you gain the following benefits to your 'Be Unstoppable' feature.

  • 5 Stacks. Your walking speed is increased by a further 10ft.
  • 10 Stacks. Increase the bonus force damage to 2d6.
  • 15 Stacks. You also gain resistance to cold, lightning, fire, and force damage.
  • 20 Stacks. Any attack roll made against you has disadvantage.

While you are in this state you can also use your momentum to deliver devastating blows to your enemy. When you hit with a melee weapon or unarmed strike, you can spend 5 to 20 stacks of momentum. The target takes an additional 2d12 force damage per 5 stacks of momentum spent.

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