Monk
Base Class: Monk

Monks of the way of rhythm train to attune themselves to the vibrations they believe permeate all things. By feeling for the beats and patterns that make up the world around them they can move in step with the unheard song of creation, allowing them to deliver blows of fearsome resonance and alter the flow of battle. Monks of this tradition are divided in philosophy. Some desire absolute silence, believing you must hear the rhythm of the earth and follow its beat. Others revel in creating noise and chaos, in the hopes that they can impose their own song upon the world.

Level 3: Sonic Soul

Starting from 3rd level, you have learned how to control the vibrations your body naturally produces. You gain the following benefits:

  • Inner Canopy. You can amplify your voice so that creatures up to 300 feet away can hear you.

  • Replicate Rhythm. You can use your voice to mimic sounds you have heard, such as the roar of a beast, someone’s voice or the rumble of thunder. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your ki save DC.

  • Sonorous Strike. When you damage a target with an unarmed strike, you can change the damage type to thunder.

Thunderous Tempo

Also at 3rd level, you are able to attune your steps to the vibrations of your opponents and allies alike. When you use step of the wind you can move through the spaces of hostile creatures, though you cannot end your turn there. Once per turn, when you move through a hostile creature’s space in this way, it takes thunder damage equal to one roll of your martial arts die + your Wisdom modifier and their movement speed decreases by 10 feet until the start of your next turn.

Furthermore, when you move through the space of an ally whilst under the effects of step of the wind, that ally’s movement speed increases by 10 feet until the start of your next turn.

Level 6: Flowing Attunement

Starting from 6th level, you can use ki to attune your body’s rhythm to that of an enemy’s, moving in step with their every beat. When you hit a creature with an attack from flurry of blows you can attune to it. Whenever that creature makes an attack, you can use your reaction to move up to half your speed in the same direction or make a melee weapon attack against any creature within 5 feet of you, respectively.  This attack then deals unarmed strike damage equal to one roll of your martial arts die if it is made against the attuned creature.

You can only attune to one creature at a time, attempting to attune to a new one replaces your previous attunement. The attunement ends if the target is reduced to 0 hit points, you are incapacitated, the target moves more than 30 feet away from you or if you use a bonus action to end it.

Level 11: Calculated Cadence

At 11th level you’ve become able to listen to and match the frequency of your immediate surroundings almost at-will. You gain the following benefits:

  • Phasing. When you use step of the wind you can move through objects as if they were difficult terrain until the end of your current turn. If you end your turn inside of an object you are immediately shunted to the nearest unoccupied space that you can occupy and take 1d10 force damage for every 5 feet moved.

  • Perfect Timing. You can spend 1 ki point (no action required) to gain the effects of Thunderous Tempo without using step of the wind until the end of your next turn.

  • Perfect Pitch. You can use an action to spend 3 ki points to gain true sense out to a range of 30 feet for 10 minutes.

Level 17: Ascended Flow State

At 17th level your understanding and ability to follow the universal vibrations that surround you has peaked. As a bonus action you can spend 5 ki and enter a state of flawless rhythm. While in this state you gain the following benefits:

  • Endless Rhythm. Whenever you use flurry of blows you can choose to spend an additional ki point to also gain the benefits of either step of the wind or patient defense.

  • Destructive Resonance. Each creature of your choice within 30 feet of you when you end your turn must succeed on a Strength saving throw or take thunder damage equal to three rolls of your martial arts die, or half as much damage on a successful one. A creature that fails the save also has disadvantage on all attacks against you until the start of your next turn.

  • Synchronicity. Each ally that starts their turn within 20 feet of you has their movement speed increased by 10 feet until the end of their turn and has advantage on the first roll they make before the end of their turn.

This ability lasts for 1 minute or until you are incapacitated. Once you use it you cannot do so again until you complete a long rest.

Way Of The Rhythmic Image