Base Class: Monk
Fast—faster than thought itself. Those who walk the Way of the Turbo Spirit are possessed by beings of raw speed, channeling their otherworldly energy into devastating bursts of motion. In battle they are a blur, striking from impossible angles and slipping away before an enemy can even raise their weapon.
Their power is not constant. To draw upon it, they must transform into a spirit-fueled form, a state of terrifying agility and explosive strength. But such power is fleeting, and when the transformation fades, the body pays the price. Each burst leaves them drained, burned by the very energy that makes them unstoppable.
Turbo Dash
When you use Step of the Wind, you gain advantage on attack rolls made that turn, and your movement doesn’t provoke opportunity attacks.
Possessed Reflexes
You gain advantage on Dexterity (Acrobatics) checks and can add your Wisdom modifier to Initiative rolls.
Turbo Form
you can channel the spirit within you to transform into your Turbo Form as a bonus action, spending 2 ki points. While transformed, you gain:
Your movement speed increases by 20ft.
You have advantage on Dexterity saving throws.
Your unarmed strikes deal an extra 2d6 bludgeoning damage.
Turbo Form lasts for 1 minute, or until you are nocked unconscious.
Turbo Head Slam
while in Turbo Form, as long as you move a minimum of 40 feet before making an attack role you may choose to slam your head into the enemy instead of using your fists, dealing 1d8 damage per 10 feet of movement before the attack. and causing the enemy to make a dexterity saving throw(dc13) or be nocked prone. this causes you to lose Turbo form and makes you roll a Constitution saving throw(dc15) on a fail you must take 1d6 damage per 10 feet of movement before the attack.
Blurred Form
At level 6. When targeted by an attack, you can use your reaction and spend 1 ki point to impose disadvantage on the roll. if it still hits, you can move up to half your movement speed without provoking opportunity attacks.
Wall Runner
At level 6. while in Turbo Form, You can move along vertical surfaces and across liquids during your turn without falling
Reactive Dash
At level 6. When you use Deflect Missiles or Slow Fall, you can immediately move up to 15 feet as part of the same reaction.
Afterimage Assault
At level 11. While in Turbo Form, When you take the Attack action, you can spend 2 ki points to create an afterimage. Make one additional unarmed strike against a creature within 10 feet of you as if you teleported to it, then instantly return to your position.
In addition, when Turbo Form ends, you can make one unarmed strike as a reaction before it fades, representing a final burst of speed. unless you used Head Slam to end Turbo Form.
Spirit Overdrive
At level 17. When you activate Turbo Form, you can choose to push beyond your limits. If you do, you gain the following benefits during the form:
40ft extra movement instead of the normal 20.
your unarmed strikes deal 2d8 force damage instead of the normal 2d6.
you are resistant to bludgeoning piercing and slashing damage from any source.
After Spirit Overdrive end you gain 1 level of exhaustion.







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