Base Class: Monk
The Way of Projection is a monastic tradition that views reality as a sequence of discrete moments rather than a continuous flow, training its disciples to perceive, predict, and exploit the spaces between instants. Practitioners move with an uncanny, almost unnatural precision, committing their motion to an internalized sequence of frames before their bodies ever act, and executing those decisions with merciless efficiency. To onlookers, a Projection monk appears to “skip” through space, snapping from position to position while opponents struggle to react, their movements punished the moment they hesitate or act out of rhythm. These monks believe that motion must follow strict intent; deviation, indecision, or wasted movement is a flaw to be exploited, and enemies who fail to move correctly find themselves halted mid-action, muscles locked as if time itself has rejected them. In combat, a Projection monk dominates the battlefield through relentless pressure, forcing foes to obey an imposed cadence of movement or suffer brutal consequences, while outside of battle they carry an air of sharp impatience and superiority, convinced that those who cannot keep up are unworthy of sharing the same moment in time.
Level 3: Projection Sorcery
Frame Planning
As a bonus action, you may spend 1 ki point to enter a projected state until the end of your current turn.
While in this state:
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You may take up to 3 additional steps (each step is 5 feet) during your movement.
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These steps must be declared in advance (for example: “forward, left, forward”).
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This movement does not provoke opportunity attacks.
If you deviate from your declared movement for any reason (including forced movement or difficult terrain), your projected state immediately ends and you cannot take reactions until the start of your next turn.
Frame Lock
If you hit a creature with an unarmed strike during this projected state, the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or have its speed reduced to 0 until the start of its next turn.
Level 6: 24 Frames Per Second
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When you hit a creature that has already moved this turn, you may spend 1 ki point to force it to make a Dexterity saving throw.
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On a failure, the creature is restrained until the end of its next turn.
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On a success, its speed is reduced by half until the end of its next turn.
Additionally, when you use Step of the Wind, you may move across liquids and vertical surfaces without falling during the move, as long as you do not end your turn there.
Level 11: Frame Advantage
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When a creature misses an attack against you, you may use your reaction to immediately move up to 15 feet without provoking opportunity attacks.
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If this movement places you within melee range of the creature, you may make one unarmed strike against it as part of the same reaction.
If this strike hits, the creature has disadvantage on its next attack roll before the end of its next turn.
Level 17: Supreme Projection: Sixty Frames
As an action, you may spend 4 ki points to impose your frame-based reality on creatures of your choice within 30 feet of you for 1 minute.
Affected creatures must succeed on a Dexterity saving throw or suffer the following effects:
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Their speed becomes 0 unless they move in straight lines.
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If they change direction, take reactions, or make opportunity attacks, they become paralyzed until the end of their next turn.
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A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you cannot use it again until you finish a long rest, unless you spend 6 ki points to use it again.
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