Base Class: Monk
The Way of the Kite is a monastic tradition that emphasizes mobility, precision strikes, and the art of hit-and-run combat. Monks who follow this path become masters of kiting techniques, enabling them to engage enemies from a safe distance, protect their allies with unparalleled speed and agility, and manipulate their momentum on the battlefield.
The Way of the Kite offers a unique playstyle that excels in hit-and-run combat, providing both offense and defense in equal measure. Whether you strike from afar or engage up close, your mastery of momentum makes you a formidable force on the battlefield.
Level 3: Momentum Builder
At 3rd level, you gain the ability to harness momentum in battle. You start with a maximum of momentum points equal to half your monk level rounded up. You gain a momentum point by moving at least 30 feet during your turn, but you lose one if you move less than 30 feet. If you stop moving, are grappled, knocked prone, or otherwise prevented from moving, you lose all accumulated momentum points.
Level 3: Kiting Strikes
Harnessing your momentum, you can make ranged or melee attacks with exceptional finesse. You can make one unarmed attack for each momentum point you spend as a bonus action as you move. These attacks can be made with fists/monk weapons or with darts or shurikens. Spending one ki point per attack allows you to add an additional 1d4 to the damage on a single attack. While moving during Kiting Strikes you don't provoke opportunity attacks, and you can make consecutive attacks by spending momentum points. A maximum of two attacks can be made against each target (i.e. move past and attack multiple targets).
Level 6: Evasive Maneuvers
Your training in kiting techniques grants you a +2 bonus to your AC while you maintain at least one momentum point. This bonus represents your ability to avoid attacks through quick and evasive movements.
Level 11: Momentum Strike
You can expend momentum points to enhance your melee attacks. When you make a melee attack, you can spend all accumulated momentum points to add an additional 1d4 damage per momentum point spent to the attack's damage. This stops you by using the target as a crash cushion.
Level 11: Intercepting Shadow
You can use your mobility and momentum to protect your allies. When an ally you can see within your movement speed range is targeted by a ranged attack, you can use your reaction to move to a position within 5 feet of that ally and become the new target of the attack. As part of this reaction, you can use your Deflect Missiles feature, and the damage from the intercepted attack is reduced by your monk level + your Dexterity modifier + your Wisdom modifier.
Level 17: Cyclone Surge
At 17th level, your mastery over speed and momentum reaches its pinnacle. You can invoke the power of Cyclone Surge, allowing you to move like a whirlwind across the battlefield.
- As a bonus action, when you have at least one momentum point, you can enter a Cyclone Surge state, which lasts for 1 minute or until you end it as a bonus action. While in this state:
- Your movement speed is doubled.
- You can move through creatures and obstacles as if they were difficult terrain.
- Opportunity attacks against you have disadvantage, and you can make opportunity attacks against any creature that enters your reach.
- Once during your Cyclone Surge, you can make a special Cyclone Strike. This attack targets all creatures within a 15-foot cone in front of you. Each target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take damage equal to your unarmed strike damage multiplied by the total number of accumulated momentum points. On a successful save, they take half damage.
- This expends all momentum points (causes you to 'stop').
- After using Cyclone Surge, you can't use it again until you finish a long rest.
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