Base Class: Monk
Movement, momentum, energy. Speed is freedom, and none understand speed moreso than the monks of the Way of Kineticism. Using their ki to enhance the speed of their movements and attacks, these monks use kinetic energy as a weapon to graceful and deadly effect before the eye can register movement while also using it to blur their forms, making attacks seemingly pass through them.
Accelerated Movement
Starting when you choose this tradition at 3rd level, your body becomes enriched with kinetic energy. While you’re not wearing armor or a shield, your speed increases by 20 feet and you now double your Dexterity modifier when adding it to your initiative rolls.
At 11th level, your speed increases by an additional 40 feet.
Momentum Transmission
Also starting at 3rd level, you've learned how to translate every step you take into an even more powerful strike. Once per turn, if you move at least 15 feet before hitting a creature with an unarmed attack, you deal additional damage equal to one roll of your Martial Art die. Additionally, if you hit a creature with an unarmed attack after moving at least 15 feet, that creature can't make opportunity attacks against you until the end of its next turn.
Ki of Alacrity
Starting at 6th level, the wealth of kinetic energy flowing through you also augments even your most basic of ki techniques. Whenever you spend Ki to activate a Ki feature, you can spend an additional Ki point to apply bonus effect:
Flurry of Blows. The first attack you make with Flurry of Blows is under the effects of Zephyr Strike.
Patient Defense. You gain a +2 bonus to your AC.
Step of the Wind. You count as being under the effects of Blur until the end of your turn.
Unstoppable Celerity
Starting at 11th level, you have begun to reach a precipice as your training to master speed heightens your movements to a new level. You now have advantage on initiative rolls and you ignore the effects of difficult terrain.
Additionally, whenever you use your Ki of Alacrity feature, you can spend an additional Ki point to apply an additional bonus effect:
Flurry of Blows. You can make a number of unarmed strikes equal to your proficiency bonus instead of two.
Patient Defense. When a creature misses you with an attack, you can use your reaction to make 2 unarmed strikes against the attacking creature.
Step of the Wind. Your movement speed is doubled until the end of the turn.
Enhanced Accelerated Movement
At 11th level, your speed increases by an additional 40 feet.
Master of Kineticism
At 17th level, you've reached the pinnacle of kinetic fighting, becoming a master of speed and destroying your enemies as fast as possible. You can choose between the Dynamic Flux State, Hypersonic Impact. or Twin Resonance techniques upon gaining this feature.
Dynamic Flux State
Starting at 17th level, your heightened sense for energy and increased speed have come in concert in a way that turns you into a dancer on the battlefield. As an action or the first time you roll initiative after completing a long rest, you can spend 4 Ki points to gain the effects of Haste and you can deal the additional damage from Momentum Transmission on every attack made, so long as the proper conditions are met. These effects last for 1 minute or until you are incapacitated or unconscious. You can only use this ability once per long rest unless you take an action and spend 4 Ki points again.
Hypersonic Impact
Starting at 17th level, you’ve gained the ability to move at such speeds and strike with incredible power that your opponents vanish from existence. If you have moved at least 100 feet before hitting a creature with an unarmed attack, you can spend 10 Ki points and your target must make a Constitution saving throw against your Ki save DC. On a failed save, the creature is reduced to 0 hit points and is disintegrated. On a successful save, the creature takes an additional 10d6+40 force damage and is pushed 60 feet straight backwards.
If the creature hits a wall or another solid object and stops, the creature takes additional bludgeoning damage equal to 1d6 per 10 feet it moved. If this damage reduces the creature to 0 hit points, it is disintegrated. The speed of this attack is enough to break the sound barrier, causing a thunderous boom that can be heard up to a mile away and a shockwave that shatters all glass within 300 feet.
You can use this feature once per long rest or until you spend 10 Ki points to do it again.
Twin Resonance
Starting at 17th level, the wealth of Ki and kinetic energy at your fingertips almost begins to overflow, begging to be put to use. You can now use your bonus action to activate two Ki features simultaneously. You cannot activate the same Ki feature twice. However, if you activate two Unstoppable Celerity features simultaneously, you must make a Constitution saving throw against your Ki save DC or be incapacitated until the end of your next turn.
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