Base Class: Monk
Way of the Hummingbird monks are masters of defensive fighting, moving almost faster than the eye to exploit weaknesses in opponents' guards. They often fight mostly in reaction to their enemies, using their opponents' momentum against them. This allows them to keep their enemies guessing or even tumbling over each other.
Lightning Reflexes
At level 3, your reflexes have become honed well beyond the scope of an average person. You may now take up to three reactions per round of combat, although you may not exceed 1 reaction per turn still. Additionally, you may spend spirit points to take special reactions.
1 Spirit Point
- Pivot slam: Make a DEX check contested against an enemy's melee attack roll. If your roll is equal or higher, you pivot them over your shoulder, slamming them prone on the ground. The enemy takes 1d4 bludgeoning damage and falls prone. This cannot be used against an enemy more than two sizes larger than yourself.
- Disarm: Make a DEX check contested against an enemy's melee attack roll. If your roll is equal or higher, you wrestle their weapon from their hand (causing their attack to miss), then throw it in a direction of your choice. If you choose to throw it at an enemy, make an improvised weapon attack against them.
- Evade: The next attack roll against you is made at disadvantage this turn.
- Maneuver: You may move up to half your movement speed.
2 Spirit Points
- Uncanny prediction: Choose an enemy and make a WIS (insight) check. On a success, you predict that enemy's next action. If that action is an attack against you, it automatically misses and you may make an opportunity attack against that enemy. Otherwise, you may make some kind of warning to the rest of your party if you so choose.
Replenishing Blows
Starting at level 3, your spirit responds to your fighting. Whenever one of your attacks reduces a hostile creature to 0 hit points, you may regain 1 spirit point.
Blink and You Miss It
Starting at level 6, your movement is so fast that you opponents cannot react fast enough to hit you. Opportunity attacks provoked by your movement automatically miss.
Lightning Reflexes Improvement
With more practice, you have honed your technique and learned more reactions. Starting at level 11, your Lightning Reflexes list has now expanded to the following:
1 Spirit Point
- Pivot slam: Make a DEX check contested against an enemy's melee attack roll. If your roll is equal or higher, you pivot them over your shoulder, slamming them prone on the ground. The enemy takes 1d4 bludgeoning damage and falls prone. This cannot be used against an enemy more than two sizes larger than yourself.
- Disarm: Make a DEX check contested against an enemy's melee attack roll. If your roll is equal or higher, you wrestle their weapon from their hand (causing their attack to miss), then throw it in a direction of your choice. If you choose to throw it at an enemy, make an improvised weapon attack against them.
- Evade: The next attack roll against you is made at disadvantage this turn.
- Maneuver: You may move up to half your movement speed.
- *Shove: An enemy within 5 feet of you that is no more than 2 sizes larger than you must make a DEX save. On a success it is pushed away from you 10 feet in a direction of your choice. On a failure, it is pushed 15 feet away and falls prone. If a creature that failed its save enters the space of another creature of equal size or smaller during this shove, both creatures take 2d6 bludgeoning damage and fall prone.
2 Spirit Points
- Uncanny prediction: Choose an enemy and make a WIS (insight) check. On a success, you predict that enemy's next action. If that action is an attack against you, it automatically misses and you may make an opportunity attack against that enemy. Otherwise, you may make some kind of warning to the rest of your party if you so choose.
- *Vanish: Make a DEX (stealth) check at advantage. On a success, your quick speed makes you imperceptible for the remainder of the turn. All attacks against you that are not AOE attacks automatically miss this turn.
* New abilities
Lightning Reflexes Mastery
With more practice, you have perfected your form. Starting at level 17, your Lightning Reflexes list has now expanded to the following:
1 Spirit Point
- Pivot slam: Make a DEX check contested against an enemy's melee attack roll. If your roll is equal or higher, you pivot them over your shoulder, slamming them prone on the ground. The enemy takes 1d4 bludgeoning damage and falls prone. This cannot be used against an enemy more than two sizes larger than yourself.
- Disarm: Make a DEX check contested against an enemy's melee attack roll. If your roll is equal or higher, you wrestle their weapon from their hand (causing their attack to miss), then throw it in a direction of your choice. If you choose to throw it at an enemy, make an improvised weapon attack against them.
- Evade: The next attack roll against you is made at disadvantage this turn.
- Maneuver: You may move up to half your movement speed.
- Shove: An enemy within 5 feet of you that is no more than 2 sizes larger than you must make a DEX save. On a success it is pushed away from you 10 feet in a direction of your choice. On a failure, it is pushed 15 feet away and falls prone. If a creature that failed its save enters the space of another creature of equal size or smaller during this shove, both creatures take 2d6 bludgeoning damage and fall prone.
2 Spirit Points
- Uncanny prediction: Choose an enemy and make a WIS (insight) check. On a success, you predict that enemy's next action. If that action is an attack against you, it automatically misses and you may make an opportunity attack against that enemy. Otherwise, you may make some kind of warning to the rest of your party if you so choose.
- Vanish: Make a DEX (stealth) check at advantage. On a success, your quick speed makes you imperceptible for the remainder of the turn. All attacks against you that are not AOE attacks automatically miss this turn.
3 Spirit Points
- *Countering chop: Your force of will is stronger than the magic holding together your enemies' spells. You perform a slash with your hand that dispels a magical effect. Cast either Counterspell or Dispel Magic at 9th level, with a range of touch. Take one level of exhaustion.
- *Destructive Strike: Your knowledge of pressure and weaknesses informs you on how to make devastating blows. You drive your fist into the ground, causing tremors and shrapnel to spread in a 15-foot sphere around yourself. Each creature in the sphere except you takes 5d8 piercing damage and must make a DEX save, falling prone on a failure. (Must be used as an action)
- *Fatal Mistake: You have perfected punishing each and every one of your enemies' mistakes with brutal counterattacks. After an enemy misses a melee attack against you, you unleash a devastating blow to their head, dealing 10d10 bludgeoning damage to them. They must make a CON save, becoming stunned on a failure.
* New abilities
Enlightened State
Your meditation has brought you to a surreal, ascendant form. Starting at level 17, you shed bright light up to 40 feet from your body and gain a fly speed equal to your move speed. Your flying may never exceed 10 feet off the ground.
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