Base Class: Monk
Monks who follow in the Way of the Quickened Soul are those who wish to run fast, while not sacrificing an ounce of cleverness. They hone their bodies to become more efficient, harnessing Ki to accelerate them into battle. These monks thrive in a Hasted state, and are able to move across vast battlefields in mere moments.
Hasted Body
Starting when you choose this tradition at 3rd level, you can harness your Ki to quicken your movements for a time. You may spend two Ki points to become under the effects of a Haste spell until the end of your next turn. A hasted creature has it’s speed doubled, a +2 bonus to AC, Advantage on Dexterity Saving throws, and gains an additional action on each turn that can only be used to Dash, Disengage, Hide, or make an attack (one only). Under this effect you are not lethargic when this effect ends.
Swift of Soul
At 6th level, your Ki suffuses into your movements, making you more quick and nimble. Your unarmored movement speed is increased by 5ft. In addition, moving through nonmagical difficult terrain doesn’t cost extra movement.
Quick Thinking
Beginning at 11th level, Your ability to manipulate your Ki for speed sharpens your mind, and can extend your hasted state. You have advantage on Wisdom saving throws while hasted. In addition, on the turn your haste would end you may spend 1 Ki point to extend it to the end of your next turn. If you extend your haste this way, you do suffer the lethargic effects of the Haste spell when it ends.
Siphon Speed
At 17th level you understand speed on a deeper level, and are able to manipulate it to your own ends. When you hit with an unarmed strike you may spend 3 Ki points to send a surge of electricity through them. They must succeed on a Wisdom saving throw, taking 8d8 lightning damage and are under the effects of a Slow spell until the end of your next turn. If they are slowed this way you may make one additional attack this turn, as you take their speed for your own. (their speed halved, -2 to AC and to Dexterity saving throws, can use either an action or bonus action on its turn, not both, and they can’t use reactions. If they could attack twice or more in an action, they can only make one attack. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.) On a successful save they take half damage and are not slowed.







Comments