Monk
Base Class: Monk

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Momentum Surge

 At level 3, you gain access to momentum points.

Momentum Points (MP): Whenever you move at least 20 feet on your turn without stopping (no ending movement before reaching the distance), you gain 1 Momentum Point (max 3 at a time). Momentum Points fade after 1 minute or if you are incapacitated.

  • Surge Effects: You can spend 1 Momentum Point to perform one of the following as a bonus action:
    • Whirlwind Strike: Make an unarmed strike against two different creatures within your reach with a single attack roll.
    • Flash Step: Instantly move up to 15 feet without provoking opportunity attacks.
    • Impact Flurry: Add an extra 1d4 force damage to your next unarmed strike. This damage increases to 1d6 at 11th level and 1d8 at 17th level.

Kinetic Flow: While you have at least 1 Momentum Point:

  • Your movement speed increases by 15 feet.
  • You gain advantage on Dexterity (Acrobatics) checks.
  • When you take the Dash action, you can move through spaces occupied by hostile creatures (but cannot end your movement there).

 

Cyclonic Reversal

Once you reach the 6th level, you're on your way to be a master of the arts of the tempest. You gain access to:

Evasive Flow:

  • When a creature misses you with a melee attack, you can spend 1 Momentum Point as a reaction to move up to half your movement speed without provoking opportunity attacks.
  • If you pass through the attacker’s space during this movement, you can make an unarmed strike against them as part of the reaction.

Momentum Shield:

  • While you have at least 1 Momentum Point, you gain a +2 bonus to AC against ranged attacks.
  • If an attack misses you, you can immediately regain 1 Momentum Point (once per turn).

Cyclonic Speed:

  • You can move twice in 1 turn, but when you move the 2nd time, its only up to half your movement speed.

 

Tempest Overdrive

At level 11, your mastery of speed reaches supernatural levels. Your movements blur the line between physical and elemental force.

Unstoppable Rush:

  • No longer lose Momentum Points at the end of your turn if you didn’t move.
  • When you take the Dash action, you become incorporeal until the end of your turn:
    • You can move through creatures, objects, and even walls (up to your remaining movement).
    • If you end inside an object, you are shunted to the nearest open space, taking force damage equal to your Monk level.

Kinetic Breaker:

  • If you move at least 60 feet on your turn, your first attack that hits deals an additional 3d8 force damage. This has a cooldown of 2 turns.
  • Targets hit by this attack must succeed on a Constitution saving throw (DC 10 + Prof Bonus) or be stunned until the end of your next turn.
  • Can be used once per short or long rest, unless you spend 3 Momentum Points to use it again.

Eye of the Storm

Upon reaching the 17th level, your mastery of the tempest is complete, you've become the eye of the storm and everyone who dares challenge you will be swallowed by the tempest.

Storm Unleashed:

  • Passive Effect: You can now hold up to 5 Momentum Points.
  • While you have 3 or more Momentum Points:
    • Your movement speed increases by an additional 20 feet (total +30 ft with Kinetic Flow).
    • You gain resistance to all damage while moving.

Zero-Step Strikes:

  • As an action, you can unleash a devastating barrage, spending 5 Momentum Points to make two unarmed strike against every creature within 30 feet of you.
  • These attacks are made with advantage and deal an additional 4d10 force damage on a hit.
  • Creatures hit must succeed on a Dexterity saving throw or be blinded and knocked prone until the end of your next turn.
  • After using this feature, you can't gain Momentum Points for 15 turns or after a short rest.

Previous Versions

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5/3/2025 3:51:25 PM
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