Monk
Base Class: Monk

You value speed above all else making as many attacks as possible in as short amount of time as possible and avoiding attacks with ease.

Level 3: Techniques of Lightning Speed

Your Speed increases by 5 feet.

Light as a Cloud. You use your dexterity modifier instead of your strength to calculate jump distance and you add a number of feet equal to proficiency bonus to your jumps, and twice your proficiency with a running start.

Lightning Strikes. You can choose to deal Lightning damage on your melee attacks or unarmed strikes, and whenever you hit a creature with an attack granted by your Flurry of Blows, the creature can’t make Opportunity Attacks until the start of its next turn.

Thundering Blitz. You have resistance to Thunder damage. You can spend 2 focus points as an action, until the end of your turn your walk speed increases by 10 feet and whenever you move within 5 feet of a creature you can force that creature to make a Dexterity saving throw, DC 8 + Dexterity modifier and proficiency bonus. On a failed save, the creature takes 3d8 Thunder damage, or half as much damage on a successful one. A creature makes this save only once per turn. You can spend Focus points to increase the damage 1d8 for every Focus point spent.

Level 6: Flow State

Your Speed increases by 5 feet

Quick to Action. You have advantage on your initiative rolls.

Flow State. Once per Long Rest you can enter your Flow State and for the next minute your walk speed increases by 10 feet, you gain +2 to your AC, and when you take the attack action you can make one additional attack. After you hit with an attack roll or cause an enemy to fail a saving throw as a part of the attack action or from Blitz, you can move to a space within 15 feet of you without any cost to your movement. When you reduce an enemy to 0 hit points you can move to a space within 30 feet of you without any cost to your movement and you have advantage on your next attack. You can enter Flow State again before a Long Rest by expending 6 Focus Points.

Level 11: Speedy Instinct

Your Speed increases by 5 feet

Speedy Instinct. If you succeed on redirecting an attack as part of your deflect attacks ability you can make one additional reaction before the start of your next turn.

Improved Blitz. Damage for Blitz increases to 4d8. When a creature fails their saving throw against your Blitz attack you can choose to either Prone them or push them 10 feet away from you.

Level 17: Master of Speed

Your Speed increases by 10 feet

Rolling Thunder. You can enter Flow State twice per Long Rest. While in Flow State you gain a Fly Speed equal to your half your Walking Speed, are immune to damage from falling, and have Advantage on all Unarmed Strikes.

Swift Slips. You have advantage on Dexterity saving throws and you can choose to not be targeted by Opportunity Attacks.

Blitz Master. The damage for your Blitz attack now deals 5d8 damage and you gain an additional 20 feet of Speed before the end of turn.

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