Base Class: Monk
Way of the Walts monks pride themselfs in perfecting the perfect mix of speed and manuverability. Winning a battle without a scratch is considered by many who follow this path to be the highest honor. Followers of this tradition use Ki to magnify muscle power making them hard to pin down, as well as dodge.
Improved Unarmoured Movement
When you chose this tradition at 3rd level, your specialization in speed mastery grants you a slight edge over others, easily outpacing them. Your unarmoured movement speed bonus becomes multplied by 1.5x (Rounded up to the nearest multible of 5).
Quick Thinking
Starting at 3rd level, your speed doesn't just stop at movement, it extends to your wit, allowing you to think far faster than normal. You can now choose to add your wisdom modifier to your initiative and can no longer be surprised. (Initiative = d20 + dex + wis)
Quick Strike Technique
Starting when you chose this tradition at 3rd level, you can chose to use ki to enhance the speed of your attacks, giving them special abilities. Before making an unarmed strike, you can expend 1 ki to activate one of the following abilities:
- The attack becomes too fast to doge; The attack roll ignores any additional AC the target gains from its dexterity modifier
- Your punch breaks the sound barrier; Your attack does additional thunder damage equal to 1d6 (Increases at later levels. The die is equal to one die higher than your martial arts die)
- You aim low and strike hard; On hit, your target's speed is halfed until the start of your next turn
Bullet Time
When you reach level 6, you gain the ability to use your Ki to heighten the functions of both your brain and muscles for a fraction of a second. When activated, you begin to precieve time slow to a near stop, allowing for inhumane reaction time. When an attack is made against you, you can chose to expend 3 Ki points as a reaction to activate bullet time. You may then move up to 1/4 your movement speed without provoking oportunity attacks to attempt to move outside the attack's range. If succesfull, the attack misses. If the attack is a ranged projectile (such as an arrow) this movement might involve simply stepping a foot to the left or right. You also gain the benifits of the "Dodge" action until the start of your next turn.
Afterimage
Starting at level 11, you move with such Incredible speed you create afterimages. Using ki, you are able to extend the duration of these afterimages. As a bonus action, you are able to expend 3 ki points to create an after image at one point along any path you have taken to move on that turn. Any enemy's who's closest target is the afterimage must, on their turn, succeed on an intellegence saving throw or attempt to attack it (If the enemy is equal distance to one or more other targets, on a failed save, they chose their target randomly). The afterimage dissapears at the start of the your next turn
Temporal Mastery
Starting at level 17, you gain a newfound understanding of your speed powers and its effect on the time around you. As a bonus action, you can enter a state of temporal mastery, allowing you to perceive time at an accelerated rate. For the next minute, your movement speed is doubled, and you gain the following benefits:
- Your speed makes it near impossible to be hit; While in temporal mastery, your movement no longer provokes opportunity attacks and all physical attacks towards you are at disadvantage
- Tears in spacetime allow moments to repeat; Whenever you take the Attack action during this time, you can make one additional attack as part of that action
- Your slowed perception gives you amplified reaction time; When a projectile is fired on a trajectory that comes within 60 ft of you, you can use you reaction to run up to it and use deflect missile to reduce it's damage for the target, or possibly catch it
- Your control while in this state allows you to preform your abilities, bullet time and afterimage, for 1 ki instead of 3
Once you use this feature, you can't use it again until you finish a long rest.
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