Base Class: Monk
Some monks devote their time to finding inner peace and becoming masters of Martial Arts. Others instead decide to be fast.
Hedgehog-esque Agility
At 3rd level, you gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Jump Strike
Beginning at 3rd level, rather than making ordinary unarmed strikes, you attack by jumping toward your enemy. The combined distance toward and away from your target can be up to half your speed. (This distance is increased by bonuses from your unarmored movement and the Dash action.) This attack does not provoke opportunity attacks.
You may use this attack whenever you would be able to make an unarmed strike, meaning you can do it multiple times per turn via Extra Attack or Flurry of Blows.
When you use Flurry of Blows, you must hit a different enemy with each strike, and you cannot touch the ground between each hit. (This means that when attacking 2 targets, you may travel up to your speed while airborne.) Your Flurry of Blows will end early if the first attack misses.
Bribe Death
At 6th level, you gain the ability to avoid death through a magical technique known as “dropping your rings”. As a reaction when you are hit by an attack, you can spend any number of Ki points and drop all of your gold pieces (and/or other valuables as determined by your DM). This reduces the damage you take by an amount equal to 5 times the number of Ki points you spent, possibly reducing the damage to zero.
You can use your action on your next turn to retrieve your dropped valuables; otherwise they disappear forever. You cannot use this feature if you have nothing to drop.
Auto Target
Starting at 11th level, your attacks seem to easily lock themselves onto enemies. If you attack with your Jump Strike and miss, your target still takes damage equal to your Dexterity modifier. (This means your Flurry of Blows will no longer end early.)
Acceleration
At 11th level, if you dash on consecutive turns, your speed increases each time (2x, 3x, and 4x your speed on your first, second, and third turn dashing, respectively. It cannot exceed 4x your regular speed.)
Heuristic Hedgehog
By level 17, your connection to the chaos of your inner Hedgehog lets you transform into a superpowered version of yourself. To activate this form, you must spend 15 ki points. Its duration is 1 hour, and after it wears off you cannot use it again until you complete a long rest. This change can manifest in several ways, such as giving you a glowing aura, and if your skin is blue it likely will turn yellow.
While powered up, you gain a flying speed equal to your walking speed, and any attack you make that hits becomes a critical hit. Rolling a natural 20 causes your attack to deal maximum damage.
Additionally, this form gives you and allies within 30 feet of you advantage on all ability checks and saving throws.
Myths passed down throughout the ages tell of "Super Sonic", the only creature known to have ever harnessed this power.







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Posted Nov 23, 2018Missed opportunity: Should have called this « Wae of the Hedgehog »