Monk
Base Class: Monk

Ghostrunners are warriors designed with agility and speed as their primary weapons. Ghostrunners have many abilities that put themselves above the average person.

Level 3: Freerunner

You have access to the following abilities naturally.

Wall Run. You are able to run horizontally across walls indefinitely.

Gap Jammer. As a bonus action, you can pull yourself towards a handle or surge of electrical power. 30ft range.

Slide. With any movement, you can add an additional 5ft to your movement if you give yourself the prone condition until the start of your next turn. You can additionally cancel this prone condition by using either your bonus action or reaction. This must be done at the end of movement. This movement is affected by multipliers such as the dash action.

Jump. You can jump as a bonus action. This uses the same height as the normal Jump action, but with your DEX stat.

Bushido

You are held under order of Bushido. The order of Bushido forbids you from using ranged weaponry or ranged magic. This does *not* include throwables like shurikens and daggers, neither does it include anything this subclass gives you.

You are proficient in longswords, and it is considered a finesse weapon for you.

Sensory Boost

Sensory Boost serves two functions; Forward movement, and angular horizontal movement. You are able to use Sensory Boost on your turn as an action, or an enemy turn as a reaction.

Bonus Action ("Dash"). You are able to move 10ft in any direction. Attack of opportunity automatically misses. This can be done in midair. This is only multiplied by Motoric Overheat, and not the dash action. 

Reaction ("Dodge"). When a ranged attack were to hit you, you can make a DEX save to attempt to avoid the attack. If your DEX save is higher than the number the enemy rolled, you avoid it. Doing this moves you 5ft horizontally to the direction of the attack. If you are midair, you have advantage on Sensory Boost.

Using Sensory Boost costs one Focus Point per use.

Level 6: Ghost Tools

You are given a few tools that you can use. All the tools are actions. You can use these any number of times up to your proficiency bonus, per short rest.

Shuriken. You are able to throw a shuriken dealing 1d8 lightning damage at a max of 30ft. If the target is made of metal, it seeps electrical energy until the end of your turn.

Tempest. You release a blast wave of energy in a 15ftx5ft space in front of you. Creatures that are large or smaller get pushed back 15ft, and must succeed a DC 12 saving throw or be knocked prone.

Shadow. Until the start of your next turn, you are invisible to enemies that cannot succeed a DC 16 WIS check. This ends if you attack an enemy.

These are the base tools, but considering running a few ideas past your DM.

Momentum Strike

Using your speed, you can unleash a powerful strike that deals more damage the faster you move. This is an action, and you may do this once at level 6, twice at level 11, and three times at level 17.

Momentum Strike. 1d6 slashing damage per 10ft moved on your turn. 

At level 20, this is increased to 1d8 per 10ft.

Level 11: Ultimatum

You are able to unleash an ultimatum, an incredibly powerful attack. You can do this twice per long rest. You must select 2 of these ultimatums at the end of the long rest. Each ultimatum, unless stated otherwise is a free action. You can only use one ultimatum per turn.

Blink. Target three enemies within a 15ftx30ft. Each target takes 4d8 slashing damage.

Surge. Shoot an arc that is 5ftx15ft. This arc travels 40ft. Any enemies hit by this arc take 3d10 slashing damage, and can make a DEX saving throw of DC 8 to take half damage.

Overlord. Target a creature, for one turn that creature now acts as if all hostile creatures are friendly and vice versa. 

Flux. As an action, fire a laser that extends 50ft. You must roll against each enemy you can see that you choose to hit with Flux. Any creature that you hit takes 4d6.

Sensory Overdrive. You can take two full actions back to back. During these actions enemies cannot take any reactions.

Motoric Overheat. Your movement speed is doubled for two turns, and you get one free use of Sensory Boost per turn.

Level 17: Strike of a Hundred

Once per long rest, you may make an attack against a creature with your long sword*. This strike deals 100 slashing* damage. This however, launches you back 30ft, knocks you prone, and causes you to become incapacitated for a turn. 

*Damage changes on weapon used.

Way Of The Ghostrunner Image

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