Monk
Base Class: Monk

Followers of this tradition believe that motion is life and stillness is death. They see time itself as an enemy to be outrun. Their creed is simple: "Hesitate and you are erased. Stop and you cease to exist."

These monks train relentlessly to transcend mortal limits. They run across oceans, dodge raindrops, and speak so quickly that only they can understand one another. Many emerge from training with silver hair and eyes that seem to vibrate with barely contained energy.

They are instantly recognizable by their blurred after-images, constant motion, and lightning-blue and silver robes. Most are restless, impatient, and struggle to slow down for "normal" people.

Monks of the Way of Blinding Speed serve as legendary couriers, scouts, and living weapons capable of ending battles before they begin. While many are heroic, others eventually grow detached from the slower world, becoming lonely blurs racing across the horizon.

Speed Incarnate

At 3rd level, your connection to absolute speed grants the following benefits:

  • Limitless Ki: You no longer require or spend ki points for any monk features, disciplines, or subclass features.
  • Blinding Agility: Your Dexterity score increases by 3, and your maximum Dexterity score becomes 23. Your unarmored movement speed increases by 25 feet. Your Dexterity score and movement speed cannot be reduced by any effect. You ignore difficult terrain.
  • Acrobatic Mastery: You gain expertise in the Acrobatics skill.
  • Perfect Reflexes: You add your Dexterity modifier to Dexterity saving throws and to initiative rolls. You have advantage on initiative rolls and on all Dexterity ability checks.
  • Dual Momentum: You can take two bonus actions on your turn instead of one.
  • Rest Compression: You complete a short rest or long rest in half the normal time.

Temporal Edge

At 6th level, you gain the following benefits:

  • Accelerated Excellence: Your Dexterity score increases by an additional 2, and your maximum Dexterity score becomes 25.
  • Hasted Existence: You are permanently under the effects of the haste spell (no concentration required). You are immune to the slow spell and any similar effects that reduce speed or actions. You are immune to being stunned.
  • Untouchable Blur: While you are not incapacitated or restrained, attack rolls against you have disadvantage, and creatures cannot gain advantage on attack rolls against you.

Velocity Sovereign

At 11th level, you gain the following benefits:

  • Supreme Agility: Your Dexterity score increases by an additional 2, and your maximum Dexterity score becomes 27.
  • Regenerative Momentum: At the beginning of each of your turns, you regain hit points equal to your monk level.
  • Temporal Dominion: While you are not incapacitated:
    • Creatures cannot take reactions against you or on your turn unless you allow it.
    • Creatures cannot take legendary actions immediately before or immediately after your turn unless you allow it.
  • Disruptive Strike: When a creature attacks you with a melee attack, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be affected by the slow spell and automatically miss on the attack roll (no concentration required).
  • Phasing Dash: When you take the Dash action, you can move through solid matter and magical barriers as if they were difficult terrain (you take force damage equal to 1d10 × the number of feet moved through total solid matter if you end your movement inside a solid object).
  • Extra Reaction: You gain one additional reaction per round, which can be used on your turn or outside of it.
  • Freedom of Velocity: You are permanently under the effects of the freedom of movement spell.

Eternal Blitz

At 17th level, you gain the following benefits:

  • Godspeed: Your Dexterity score increases by 10, and your maximum Dexterity score becomes 30. You can no longer die from old age and are immune to exhaustion.
  • Reactive Velocity: After any creature ends its turn, you may immediately either take the Attack action or move up to your full movement speed (this does not cost your reaction or action).
  • Initiative Momentum: When you roll initiative, you may immediately move up to your full movement speed before the first round begins.
  • Time Fracture: Once per long rest as an action, you move so fast that time appears to stop for the universe around you. You gain 5 consecutive turns during which only you can act and move. Other creatures are completely frozen and unaware. You can use actions, bonus actions, reactions, and movement normally on these turns. Effects that would end at the end of a turn end after your final extra turn.

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