Base Class: Monk
A monk that practices this monastic tradition uses their ki to move at blinding speeds and have superior reflexes.
Speedy Interception
When a creature you can see is targeted by a projectile, you may choose to use your reaction to spend a ki and move to an available space within 5ft of the targeted creature. You can do this as long as the targeted creature's distance from you does not exceed your movement speed. Once there, you may use your deflect missiles ability at no extra cost to your ki. If deflect missiles does not reduce the damage to 0, the targeted creature takes the remaining damage. When you move to a creature targeted by a projectile, opportunity attacks against you have disadvantage.
Rush Hour
As an action, you may spend 4 ki points to supercharge your body for 1 minute. While this ability is active, your movement speed is doubled, you don't invoke opportunity attacks, attacks against you are made with disadvantage, and you may add an additional 3 unarmed strikes during flurry of blows. Also, while this ability is active, if a friendly creature you can see makes a melee weapon attack or an unarmed attack against another creature, you can spend your reaction to move to an available space within 5ft of the attacked creature and make an unarmed attack against them. When rush hour is active, you ignore the effects of exhaustion. After rush hour has ended, gain 1 level of exhaustion. Rush hour ends immediately if you are knocked unconscious, paralyzed, restrained, stunned, or if your movement speed is forcefully reduced to 0 in any way.
Fastball
While rush hour is active, when you use the deflect missiles ability or make an attack with a thrown weapon you may spend 1 ki point as a bonus action to whip the projectile at breakneck speed. The projectile then does an extra 2d6 force damage, treats the target(s) of the attack's AC as 10, and can pierce up to 2 creatures. You may this ability a number of times equal to your proficiency bonus before needing a long rest.
Full Tilt Flurry
For 5 ki points, you may spend your action to cast Steel Wind Strike. Also, while rush hour is active, you may spend your action to unleash 12 unarmed attacks on a creature 5ft from you. This will immediately end rush hour and leave you stunned. If every one of these attacks lands, the target is stunned without making a saving throw. Each of these 12 unarmed attacks counts as either fire or force damage (your choice). Additionally, if you use your reaction to attack a target that your ally just attacked, the unarmed attack gains an extra 2d8 force or fire damage (your choice). If this unarmed attack is a critical hit, that creature must make a DC 15 Constitution saving throw or be knocked unconscious.
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