Monk
Base Class: Monk

Imagine a force so swift it becomes a mere blur to the eye. Monks of the Way of the Blur strive for this level of breathtaking speed, channeling their inner Ki into bursts of impossible velocity and devastating spin attacks. They move like the wind, strike like lightning, and leave their opponents grasping at empty air. This path is for those who wish to embody the thrill and power of pure, unadulterated speed in their martial arts

Level 3: Spin Dash Initiate

Level 3: Spin Dash Initiate

  • You gain a special movement option called Spin Dash. As an action, you can enter a Spin Dash. While in a Spin Dash, your movement speed becomes 0, but you gain the following benefits:
    • You can't be knocked prone against your will.
    • Your unarmed strike damage die increases by one size (e.g., d4 becomes d6, d6 becomes d8).
    • At the start of each of your turns while in a Spin Dash, you can choose to expend 1 Ki point to immediately move up to your walking speed in a straight line. Any creature in your path must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take bludgeoning and slashing damage equal to one roll of your Martial Arts damage die + your Dexterity modifier.
    • You can end the Spin Dash as a bonus action on your turn.

Level 6: Blur Step

Level 6: Blur Step

  • You can move with such incredible speed that you momentarily blur, making you harder to track. As a bonus action, you can expend 2 Ki points to gain the following benefits until the end of your turn:
    • Your movement speed is doubled.
    • Attack rolls against you have disadvantage if you move at least 20 feet on your turn.

Level 11: Spin Dash Vortex

Level 11: Spin Dash Vortex

  • When you use your Spin Dash to move at least 30 feet in a straight line and hit a creature, you can expend 3 Ki points to create a temporary vortex of speed around you at the end of your movement. Creatures that start their turn within 10 feet of you must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or have their speed halved until the end of their turn. The vortex lasts until the start of your next turn.

Level 17: Timestop Dash

Level 17: Timestop Dash

  • You gain the ability to briefly manipulate the flow of time through sheer speed. As an action, you can expend 6 Ki points to enter a state of accelerated time for 1 round. During this round, you can take two turns in a row. During your first turn in this state, your movement speed is quadrupled, and you have advantage on all attack rolls and Dexterity saving throws.

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