Base Class: Monk
You have decided to devote your life to achieving greater feats of speed and achieve them by imbuing your body in ki. Monks who follow this path tend to not be as calm and collected as those who follow other disciplines, focusing more on using their ki as a tool to push their body to its limits rather than achieving balance. This can lead them to walk a fine line between great power and ki imbalance, making them somewhat of a threat to themselves.
Speed Demon
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Whenever you'd get a speed increase from the Unarmored Movement Monk feature, the speed increases by 10 feet instead of 5.
High-speed Charge. As an action, you can use a ki point to charge forward from a distance using your movement speed to impact creatures and objects in the way, dealing damage equal to [(the distance moved before hitting enemy - 30)/10] rolls of your Martial Arts die or half as much on a succesful DEX save. The type of damage an be bludgeoning, slashing or piercing, depending on what you hit the enemy with (as long as you don't use a weapon, it counts as an unarmed strike).
When you hit an enemy while charging forward you will lose a ki point and your Movement Speed will be reduced by an amount equal to the damage dealt rounded up to the nearest multiple of 5. If either your ki points or Movement Speed are reduced to 0 this way the charge stops and you are stunned until the end of your next turn.
Movement Speed Increase from Speed Demon
Increases movement speed by 5 feet.
Movement Speed Increase from Speed Demon
Increases movement speed by 5 feet.
Movement Speed increase from Speed Demon.
Increases movement speed by 5 feet.
Relentless Blows
Whenever you take the Flurry of Blows Bonus Action, you may choose to make twice the amount of unarmed strikes that you normaly would but without adding your DEX modifier to them.
Additionally, you can take the Dodge action as a bonus action if you still have at least half of your base movement speed remaining.
Ki Imbued Body
As an action you can imbue your body in ki by using up to half of your ki points to use one of the following abilities:
Heightened Speed. You cast Haste (no concentration needed) onto yourself without the lethargy drawback. Its lasts for an amount of turns equal to the amount of ki points used.
Afterimage. You swiftly move back and forth to a spot that's not further away than half your movement speed. You appear as if you are in both spots at the same time and can choose to swap places with the afterimage when your turn comes. You and your allies have advantage on attack rolls against enemies that are within 10 feet of the afterimage and when you are attacked the attacking creature has to roll a 1d4 and miss the attack on a 1 (the reverse applies if the afterimage is the one being hit).
The afterimage mimics your movement, but while using this ability your movement speed will be halved. When your turn comes you can choose to swap places with the afterimage.
Its lasts for an amount of turns equal to the amount of ki points used.
Afterimage Trio. You cast Mirror Image (Legacy). Its lasts for an amount of turns equal to twice the amount of ki points used.
Vibrating Body. You cast Blur (no concentration needed). Its lasts for an amount of turns equal to twice the amount of ki points used.
In the same action you activate one of those abilities you may activate any number of the other ones too and roll a d4, if the roll is lower than the amount of abilities activated then none of them will activate and you'll be stunned until the end of your next turn.
"Bullet" Time
You can use an action to use 7 ki points and make all creatures with movement speed under 60 in your current plane of existance to forgo an amount of turns equal to 1d4 + half your WIS modifier (rounded down).
Creatures that had at least 60 feet of movement speed on their last turn will be able to take their next turn as if they had the Slowed condition and creatures with over 80 feet of movement speed will be able to take their turns normally, both of those criteria apply as long as they end each of their turns with at least 60 or 80 feet of movement speed respectively.







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