Base Class: Monk
The Silver Sparrow is an extremely elusive monastic order that have mastered one thing over almost anyone else on the planet: speed. Silver Sparrow monks utilize momentum to an uncanny degree of mastery, with those on the order's highest rung being too fast for lesser beings to even perceive.
Breakneck Brawler
Starting at 3rd level, your speed training has manifested in the following ways: You have advantage on initiative rolls, your movement speed increases by 10 feet, your travel time when you're alone is reduced by half, and you can use dexterity in place of strength for jumping. Additionally, you have resistance to force damage thanks to your improved understanding of momentum.
Momentum Stance
Also at 3rd level, you gain access to a special fighting style called Momentum Stance. You enter it as a bonus action, and while it's active, you ignore difficult terrain, have advantage on Dexterity Saving Throws, gain 10 feet of movement per turn, and 1 AC every other turn. If you move in a straight line before attacking a foe, they must make a Dexterity Saving Throw, taking 1d6 for every 10 feet you moved before reaching them on a fail or half as much as a success. if they take 5d6 or more, they are also pushed half the distance you moved, if they take 7d6 or more, they are also knocked prone, and if they took 12d6 or more, they are also stunned. Momentum Stance holds concentration for up to 1 minute. If your movement speed is reduced to 0 while in Momentum Stance, you break concentration automatically, and if your concentration breaks unwillingly, you must make a Constitution Saving Throw (10 + the turns you've been in MS), getting stunned until the end of your next turn on a failure. if you fail by 5 or more, you also gain a level of exhaustion.
Afterimage
At 6th level, your speed is so great that you can create afterimages of yourself. While in Momentum Stance, you can spend a ki point to create an afterimage, spending movement equal to wherever you want it to end up. The afterimage is near perfect, and any creature that wants to attack you or otherwise target you with a negative effect must make an insight check against your Ki DC, and the DM must choose you or the afterimage at random if they fail. If the afterimage is targeted, the effect is wasted unless the aoe would still target you. If a creature targets your afterimage, you may move up to your speed and attack them as an attack of opportunity (You may not add charge bonuses). You also gain the Minor Illusion and Mage Hand cantrips, both appearing as afterimages of you.
Devastating Charge
Starting at 11th level, every time you make a charge attack, any creatures you pass within 10 feet of on your way to your target must also make a saving throw, taking 1d6 for every 10 feet you travelled before passing them. Additionally, you can charge through walls or structures less than 2 feet thick.
Flashy Finisher
Also at 11th level, you gain the ability to wrap your Momentum Stance up with a bang. You can perform a Flashy Finisher, a risky gambit that uses up all of your momentum. You perform a charge attack with disadvantage (this disadvantage cannot be negated in any way). If you hit, the attack is automatically a crit, and Momentum Stance ends without consequence. If it misses, you break concentration and automatically fail your Con save.
Godspeed
At 17th level, you have become the pinnacle of speed, an unstoppable force with no equal. Every odd-numbered round, you can take an additional turn. Your second turn's initiative is 10 less than your first turn.
Comments