Monk
Base Class: Monk

Time slows around you, earth breaks under your feet and lightning encircles your form as the landscape blurs past you. You have connected to an old and ancient force, one that existed as the first molecule began to vibrate. One that will be there when the last molecule stops. The lightning flows around you with a power that is intimate yet not understood. Whether you connected to this power because of an accident, your bloodline, or sheer force of will, you are now part of something larger. Something made of infinite energy that goes beyond the seconds that blur as you run. There are no more past or future. There is only momentum. You are part of the speed force. 

 Each Speedster has a color of lightning, some of which are more than common than others. You can roll or choose from the table below. 

1-Yellow

2-Orange 

3-Green

4-Purple

5-Silver 

6-Light Blue

Momentum Savant

Beginning at 3rd level, you have gained a connection to the speed force granting you a versatile amount of speed. You gain proficiency in light armor and wearing light armor does not reduce your unarmored movement nor does it effect your martial arts die. With every subclass feature unlocked you gain additional movement along with the unarmored movement gained from the base monk class. 

Speedster's Oscillation

Starting at 6th level, your ability to move and react at super speeds has grown rapidly and you gain the following benefits.

You gain another ten feet of movement. 

 You gain advantage on dexterity saving throws and can add your proficiency bonus to initiative rolls. 

When you get up after being knocked prone, it only costs you 5 feet of movement. 

Additionally when you unlock Evasion at 7th level, once per long rest when you would take half damage after failing a dexterity saving throw you can automatically choose to succeed on the saving throw.  

Beyond the Barrier

Beginning at 11th level you can draw upon latent reserves of the Speed Force within your body, saturating yourself with positive tachyons that allow you to go even faster. Once per long rest as a bonus action you can activate the ability Beyond the Barrier, increasing your speed by the amount of 10 x your proficiency bonus. Additionally you can burn any number of ki-point that you have for an additional 5 feet of movement while in this state. This state lasts a number of rounds equal to your proficiency bonus. When you exit this state you take 1d3 levels of exhaustion and are unable to move for 1 round. 

Lastly while you are in this state you can enter the Speed Force as an action. The Speed Force is a demi-plane with the appearance of an endless flatlands with clouds of multicolored lightning flashing in the sky that only speedsters can enter. You must be able to move 50 in an uninterrupted line to enter the Speed Force and you cannot enter if you have a non-speedster with you. Whilst in the Speed Force you are undetectable by normal means except for a Locate Creature spell, which can determine your presence somewhere on this plane, and you are unable to contact or connect with anyone on other planes except for other Speedsters who can ambiently feel your presence within the Speed Force. If you know a Speedster well enough you may be able to temporarily pull their consciousness into the Speed Force to talk with them, decided by a Wisdom DC set by the DM. 

During your time in the Speed Force you heal for 1d6 for each round you spend in here. Additionally while you are in the Speed Force you may catch snippets of information and history as the Speed Force touches the past and future of all planes. To exit the Speed Force you must be in your Beyond the Barrier state. If you are not you must pass a Constitution Saving Throw of 18 to exit the Speed Force or take 1d6 of physic damage per attempt. Alternately you can wait for the allotted time until the ability resets. 

When you exit the Speed Force you reappear in a space within 30 ft of where you disappeared. 

Flashtime

At 17th level, once per long rest you gain the ability to infuse your body with positive tachyons to such a degree that time seems to slows down. As you do so it appears as if everything else is at a complete standstill, the only sound the crackling of lighting around you.  You have entered Flash Time. 

You can safely exist within this state for a number of turns equal to 1d4 plus half of your constitution modifier (rounded down). While you are in this state everything and everyone is frozen and you can interact with objects and creatures in ways that do not outwardly harm them. The moment that you attack a creature Flash Time is broken. You can choose to remain inside Flash Time past your time limit, but you must roll a constitution saving throw against your spell save DC (8 + your proficiency bonus + your wisdom modifier) at the end of each turn that you choose to do. For every turn that you fail you gain one level of exhaustion. Upon failing a constitution save for the fourth time, you are automatically kicked out of Flash Time with four levels of exhaustion. 

You can bring willing creatures into Flash Time with you, but such is dangerous as their bodies cannot handle the strain. At the end of each of their turns, the willing creature must make a constitution saving throw against your spell save DC or gain one level of exhaustion and be kicked out of Flash Time. Fellow speedsters have advantage on this save. 

This ability resets upon a long rest. You cannot use this ability until you have reduced all levels of exhaustion gained from a prior use of this ability. 

Accelerated Maneuvers

Your connection with the speed force has granted you various capabilities based upon your speed and the lighting you generate. You can learn two of the following maneuvers when you first take this subclass and one more each time you reach the levels 6 and 11, and two more at level 17. You can replace one of the maneuvers that you have taken whenever you choose new ones. 

Infinite-Mass Punch

You have learned how to capitalize on your raw speed to generate large amounts of damage. As one of your attack actions, you can choose to  expend one ki-point to attempt an infinite-mass punch. For every ten feet you move before striking your target, you can add one martial arts die to the damage rolled. In addition, for every ten feet of movement that you move you add a 1d6 of thunder damage. The ki-point is used regardless of wether or not you hit your target. 

Phasing

You have gained the ability to phase at a specific frequency to pass through objects and people. As you move during your turn, you can spend 1 ki-point to phase through solid objects as if they were difficult terrain. Your "phasing state" lasts for an amount of rounds equal to your proficiency modifier. If you attempt to get through a solid object but don't have enough speed to make to through to the other side (or if you end your turn inside a solid object) you take 1d10 bludgeoning damage until you exit it. While Phasing your Unarmed Attacks deal piercing damage instead of bludgeoning damage. 

Rejuvenating Influence

You use your connection with the Speed Force to bolster and guide the bodies natural healing processes. By spending 1 ki-point you can heal a willing creature for 1d6 + your Wisdom Modifier. 

Speed Mirage

You create a speed mirage of yourself by shifting from one place to another at incredible speed. By spending 1 ki-point, as an action you create a singular duplicate of yourself to appear within 15 feet of you for 1 minute. This duplicate is intangible and has an AC equal to 10 + your Dexterity modifier. As a bonus action you can have the duplicate move an amount of speed equal to half of your movement speed and act out an action, but it cannot interact with objects or make an attack. If you do not command the mirage then it will mimic your actions. You can use an action to dismiss the mirage. 

Each time a creature targets you with an attack during the spell's duration, you can roll a d20 to determine whether the attack instead targets your duplicate. If you roll an 11 or higher the attack hits your duplicate instead. If an attack hits the duplicate, the duplicate is destroyed. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. 

Speedster's Blur

You vibrate your body at immense speeds. By spending 1 ki-point you can cast the blur spell upon yourself. For 1 minute any creature has disadvantage on attack rolls against you. The creature is immune to this effect if they do not use sight to make this attack. 

Speedster's Visage

You vibrate your vocal cords and face, causing your voice and face to be distorted as your eyes glow the same color of your lightning. Whilst doing this you gain advantage on intimidation and deception checks and others have disadvantage on insight checks when attempting to recognize or read you. This effect lasts for as long as you are able to maintain concentration. 

Throw Lightning

You have learned how to weaponize the lightning that you create as you run. While you run you can spend 1 ki-point to "throw" the lightning you create, making a ranged attack (dex) against a creature. The attack does 1d8 lighting damage for each 10 feet you run and any creature five feet within the targeted creature takes half of the original damage. If you roll a critical failure the damage that your target would have taken is redirected at you. The ki-point is used wether this attack hits or not. 

Tornado Hands

At the beginning of your turn you spin your hands at incredible speeds, creating a large gust of wind by doing so. By spending 1 ki-point, you can create a line of strong wind 60 feet long and 10 feet wide from you in a direction you choose. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following this line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes unprotected flames in the area and causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Whilst doing this you cannot take the attack action and can only move half of your movement speed. You can continue doing this for each turn you take, but you must make a dexterity saving throw of 14 to continue the momentum or else the gust of wind ends. You can choose to end this at any time. 

Wreathed in Lightning

You wreath yourself in the lightning that you generate as you run. By spending 1 ki-point you can enhance your your strikes with lightning, dealing an extra 1d6 of lightning damage whenever you make an attack. Additionally whenever someone makes an attack and hits you, they take 1d4 lighting damage. This effect lasts for one minute. 

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