Base Class: Monk
|
Level |
Maximum Momentum Dice (d4) |
Feature |
|
3 |
3 |
Parkour, Kinetic Blows, Momentum |
|
6 |
5 |
Kinetic Dodge, Fall Training |
|
9 |
5 |
Unarmored Movement Improvement Replacement |
|
11 |
7 |
Scalar Force, Flow Mindset |
|
17 |
9 |
Perfect Flow |
**Note: D&D Beyond Won't let me put a subclass feature at 9th level, since Monks don't have a subclass feature at 9th level. Unarmored Movement Improvement Replacement is to be applied at 9th level.
Parkour (3rd Level)
- You gain a climbing speed equal to your walking speed.
- You can get up from prone using only 5ft of movement.
- You may use Acrobatics in place of Athletics for climbing checks.
- As a reaction on your turn, you can spend a Ki Point to reroll a failure on an Athletics or Acrobatics Check.
- You gain the ability to run across and jump off of vertical surfaces, so long as you don't end your movement there.
- Long jumps can be taken after 5 feet of movement and you can squeeze further into small spaces with a 10ft runup.
- Step of the Wind allows for movement through a hostile creature's space. Opportunity attacks can be negated by making an athletics or acrobatics check with difficulty equal to the opportunity attack roll. On a success, the opportunity attack is negated and the enemies square is considered difficult terrain. This difficult terrain cannot be negated by any other ability.
- Ignore difficult terrain from non-magical physical objects and natural terrain
These benefits apply as long as Unarmored Movement and Defence apply, and they nullify features from the Mobile Feat.
Kinetic Blows (3rd Level)
Starting at 3rd level, Flurry of Blows can be taken against multiple opponents, as long as there is enough movement to get within striking distance of each target.
In addition, martial arts strikes can be made without needing to stop first.
Momentum (3rd Level)
- For every 5 feet of movement from the player, gain one Momentum die. Your monk level determines the number of dice you have, as shown in the Momentum Dice Maximum column of the progression table above. When you spend a Momentum Die, it is unavailable until you generate more using movement. Getting up from prone and moving through unmitigated difficult terrain does not count towards momentum.
- After a successful attack, Momentum dice can be used to augment an attack and impose a special condition against an enemy:
- (3 dice) It must succeed on a Dexterity saving throw or be knocked prone.
- (2 dice) It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- (2 dice) It can't take reactions until the end of your next turn.
- Momentum Save DC: 8 + proficiency bonus + Dexterity modifier + # of remaining momentum dice on that turn (not the maximum number of dice)
- Momentum dice can be added to saving throws that would affect movement speed, and to athletics or acrobatics checks, including those to move through enemies.
- At the end of your turn, excess momentum dice are lost. If you take no movement in a turn, you lose all momentum dice at the end of your turn. If you are stopped by an external force or entity, you lose all momentum dice.
Kinetic Dodge (6th Level)
- As a reaction, take half damage from an attack you can see and move up to 15 feet with no opportunity attacks. You cannot move through enemies doing this, however.
Fall Training (6th Level)
- Slow Fall is considered a free action as long as you have at least 1 ki point remaining.
Unarmored Movement Improvement Replacement (9th Level)
- (4 dice) As a reaction on your turn, increase your movement by 1d4*5 ft
- (3 dice) Increase your AC by 1d4 until the start of your next turn
Scalar Force (11th Level)
- (4 dice) It must succeed on a Strength Saving throw or be grappled.
- (5 dice) It must succeed on a Strength Saving throw or be disarmed of one item the target is holding.
- (6 dice) The target must make a Constitution Saving throw or be silenced until the player’s next turn.
- (3 dice) While using Kinetic Blows, you can make a ranged attack using an improvised weapon. The improvised weapon uses your Martial Arts Die.
- Add any number of momentum dice to either the attack roll or damage roll of an attack.
Flow Mindset (11th Level)
- You can add your wisdom modifier to athletics and/or acrobatics checks, on top of other bonuses to those rolls.
Perfect Flow (17th Level)
- Momentum carries over between turns and is no longer discarded at the end of a turn as long as movement is taken during a turn.
- After defeating an enemy with a momentum attack, roll the number of momentum dice used for said attack or momentum ability, and gain this number in temporary HP. This cannot be used more than once a turn.
- Targets hit with momentum attacks can’t take opportunity attacks on you for that turn.
Comments