Base Class: Monk
Monks in the Way of Movement put an emphasis on speed and mobility above all else.
Your body weaves and ducks through the battlefield. You use the environment to your advantage, and are never seen twice in the same place.
Way of Movement monks use momentum and freerunning to gain the upper hand in a fight.
Parkour
At level 3, you gain proficiency in acrobatics. If you are already proficient, gain expertise.
You may now use acrobatics rolls in the place of athletics rolls when climbing and grappling, and difficult terrain costs you no extra movement.
You gain three new abilities that can be triggered by spending Ki Points:
Tic-Tac Attack: Provided there is a tree, crate, wall, signpost, or other environmental object that the DM determines is functional within 10 feet of your target, you may use a bonus action to roll acrobatics (DC equivalent to the targets AC). You spring off of the environmental object and gain advantage on your next attack or grapple towards the target.
Drop-Kick: Provided you move 10 feet in a straight line towards the targets, you may spend a Ki point as part of an unarmed strike to attempt to knock the target prone. The target makes a Strength Saving Throw. On a failure they are knocked 10 feet backwards and prone as part of the unarmed strike. This may only be attempted once per turn. If used in combination with a Tic-Tac Attack, the target has disadvantage on the Saving Throw. The distance they are knocked backwards on a failed save increases by 5 feet for every 30 feet moved when used in conjunction with deadly momentum.
Defensive Retreat: When you are attacked after taking the dodge action or Patient Defense, you may spend 3 Ki points to move your full movement speed as a reaction. This movement does not provoke opportunity attacks.
Fluid Mobility
At level 6, you have advantage on all checks to escape a grapple or any restraining spell.
You may use a reaction after being knocked prone to roll out of it and immediately stand up 5 feet away.
Sprinting Strike
At 11th level, gain advantage on an attack if you moves least 60 feet before you attack. Can be used multiple times per turn if you move at least 60 feet between each attack.
Freedom of the Wind
Your body rushes like the wind. At level 17, Step of the Wind no longer costs Ki points to use. In addition, you take both the Disengage and the Dash action simultaneously when you use Step of the Wind.
You may spend 3 Ki Points when using Step of the Wind to triple, rather than double your movement and jump distance, for that turn only.
Your movement speed increases by 15.
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