Monk
Base Class: Monk

Monks who practice the Way of Inertia learn now to manipulate the forces that control motion. By using this knowledge, they can absorb and redirect the energy used against them in combat for their own benefit. In training, they learn how to better use their body for energy conservation and efficient movement.

Kinetic Resistance

Starting at 3rd level, you learn how to dampen the effects of blows made against you. You may spend a reaction to halve the damage of a melee weapon attack. This can also halve magical weapon attacks made by magic items or spells. Additionally, if the incoming attack is a critical hit, you may spend a Ki point to revert the critical hit into a normal attack, negating the double dice and any additional effects that might have come with a crit, such as Great Weapon Master's extra attack, or Brutal Critical's extra damage dice. The damage is not halved after reverting the attack.

Momentum Manipulation

Starting at 6th level, your understanding of momentum allows you to perform feats that others can't by changing the momentum of objects and living things.

You can cast the following spells by spending the appropriate amount of Ki. The spell still takes the appropriate amount of time to cast, and still requires concentration if necessary. 

2 Ki - Catapult, Feather Fall.

3 Ki - Kinetic Jaunt,  Hold Person.

4 Ki - Haste, Slow.

At 11th level, you may also pick from the following options.

5 Ki -  Freedom of Movement, Staggering Smite.

6 Ki - Destructive Wave, Hold Monster. 

 

Level 11: Pressuring Momentum

Starting at 11th level, you can get into a flow state of attacking. For every consecutive attack made after the first one, it gains a +1 to attack rolls, as well as an increase of 1 to the range that you can score a critical hit. e.g. criting on a 20 becomes a 19-20. After criting, the crit range reverts to normal and does not increase for the rest of the turn. These benefits stack with each other for consecutive attacks. All benefits gained by consecutive attacks are reset at the beginning of your turn.

Level 17: Conservation of Energy

Starting at 17th level, you can store the force from damage that you have taken to be used for your benefit later. when you take damage from any source, you gain half of the taken damage as Force Points. Force points stack with each other, but disappear after taking a short or long rest. Your max force points are equal to twice your monk level. They can be used in the following ways.

Kinetic Retribution

You can turn the force that damaged you into extra force for your own attacks. When you hit with a melee weapon attack, you can spend force points to deal extra force damage equal to half the amount of force points spent. This damage cannot be reduced in any way. Additionally,  the creature must make a constitution saving throw. The DC is equal to 15 or half the force points spent rounded up, whichever is bigger. On a failed save, the creature is knocked prone. If the creature fails by 10 or more, it is also stunned until the end of your next turn.

Explosive Movement

Your stored force can be used to fuel your speed. You can spend force points to move an amount of feet equal to twice the force points spent, even in the air. This movement does not provoke opportunity attacks. If you use the movement to go into the air, you drop at the end of your turn, but do not take fall damage from the movement granted by this feature. 

Counter Impact

You can counter attacks by punching, using the force from previous attacks. When a creature makes a successful attack against you, you can use a reaction to spend an amount of force points. You can declare the use of this attack after the attack is declared a hit, but must state the use of this feature before the damage is said. The damage is reduced by the amount of force points that were spent. The force of your punch displaces the air around it. Creatures within 5 feet of you after you counter an attack with this feature must make a DC 15 constitution saving throw or be blown back a number of feet equal to the number of spent force points that were not needed to reduce the attack to 0. They will not be forces off places that make them fall, instead stopping at the edge. If the attack was not reduced to 0 damage, this save does not take effect. On a successful save, the creature is only pushed back half the distance they would have been moved.

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