Monk
Base Class: Monk

Super fast monk dudes. Monks of this tradition are usually pretty chill, using their good senses and reaction speed to enjoy all the small stuff around them. In battle they become a blur of motion, stepping across vast distances in the blink of an eye and attacking even faster. Their monasteries are usually pretty isolated, and these monks spend lots of time out in nature running trails and honing their skills.

As a Way of the Supersonic Fist monk, you are equipped to use your speed to get into or out of harm's way, defending the innocent and turning back the darkness. Your destiny will take you farther and faster than most.

Flash Step

Starting when you choose this tradition at 3rd level, your physical training has boosted your speed, and you have learned how to use your ki to augment it further.

Whenever you use your Step of the Wind feature on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Your speed also increases by 5 ft. when unarmored, and when you jump you are always considered to have a running start.

Equilibrium

At 6th level, you gain the ability of balancing motion and stillness. You can move through but not end your turn in the spaces of other creatures, and have +5 to your speed while unarmored; when you use no movement during your turn, attacks against you are made with disadvantage as long as you're conscious and not incapacitated.

Blinding Speed

Beginning at 11th level, you can move so fast that few enemies have the wisdom and intuition to accurately track your motion. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Your speed increases by 5 ft. when unarmored.

Sonic Boom

At 17th level, you gain the ability to run and strike faster than the speed of sound. When you use your Flash Step feature, you can cause creatures in a 30-ft. cone behind you to make a Constitution save: on a failure, they take Thunder damage equal to two of your Martial Arts die. In addition, your unarmed attacks deal 1d6 bonus Thunder damage, and your speed while unarmored increases by 5 feet.

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