Base Class: Monk
Many monastic traditions teach meditation or spiritual reflection as methods to use in the pursuit of enlightenment. Some hone their capabilities with weapons to a razor's edge, some embrace the spiritual freedom of intoxication with various substances, and some seek to express and manifest their inner self.
Monks of the Way of Fervor disregard all of that in favor of a single, basic doctrine: To reach enlightenment, one must simply go suitably fast. Restraint is the enemy to them—to achieve the spiritual peak, only the purest, most zealous expressions will suffice.
Spiritual Intensity
Your unfettered enthusiasm drives you, as much the source of your spiritual power as other monks' contemplative focus. Your Unarmored Defense and Ki features now use your Charisma modifier instead of your Wisdom modifier when determining the values of your AC and Ki save DC.
Stoke the Fire
At 3rd level, you are suffused with a frenetic energy, originating from your own wild spirit. Whenever you spend one or more Ki points in a turn, you gain a Soul Surge at the end of that turn. You get a bonus to your attack rolls and saving throws equal to the number of Soul Surges you have. At the end of each turn, if you didn't spend any Ki points during that turn, you lose a Soul Surge.
Blitz Strikes
When you reach 6th level, you learn to release all of your built-up energy in a burst of action, flashing between foes at breakneck speed. As an action, you can double your movement speed. If you do, the following effects apply this turn:
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You can only spend movement to stand up from being prone or to move toward hostile creatures this turn.
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Your movement ignores difficult terrain and doesn't provoke opportunity attacks this turn.
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You can use your Flurry of Blows feature as a bonus action this turn as though you had taken the Attack action.
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If you use your Stunning Strike feature this turn, you can't use it against more than two creatures.
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Whenever you move within 5 feet of a hostile creature this turn, you can make one melee weapon attack against that creature. You can't make this attack against the same creature more than once this turn.
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When you hit a creature with an attack this turn, if you have at least one Soul Charge, you can have that attack deal additional damage equal to your Charisma modifier. You can empower a number of attacks this way equal to the number of Soul Charges you have. At the end of your turn, for each attack you empowered this way, you lose one Soul Charge.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.
Assault Spree
By 11th level, you've learned to direct the energy you build into even more vigorous action. At the start of your turn, if you have at least three Soul Charges, you can spend two of them to gain advantage on attack rolls this turn.
Additionally, when you hit a creature with a melee weapon attack, if you have at least three Soul Charges, you can immediately make an additional melee weapon attack against that creature. You can't benefit from this feature against the same creature more than once per turn. At the end of any turn you use this feature, you lose one Soul Charge, even if you spent Ki this turn.
Unleashed Impulse
At 17th level, you have mastered the restless, untiring energy within you, and can turn it outwards upon your enemies. As an action, you can spend a number of Ki points up to your Proficiency Bonus, and can spend any number of Soul Charges you have. For each Ki point and/or Soul Charge spent this way, roll a Martial Arts die and add your Charisma modifier. Each hostile creature within 60 feet of you must make a Charisma saving throw against your Ki save DC, taking damage equal to the sum of those result totals, or half as much on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
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