Base Class: Monk
Followers of this way must be struck by lightning, their bodies gain access to the extra planar dimension of speed. Their connection to this plane gives them unrivaled speed and new powers that stem from their new connection to the speed realm.
Speedster
Your base movement speed is increased by 5ft.
The effect of becoming a Speedster also results in your body needing more energy to keep up with your speed use. When you eat, you need to consume twice as much as normal to feel sustained.
You gain resistance to Lightning damage.
Sonic Booms
You learn how to make sonic booms by snapping your fingers. You can use the cantrip Thunderclap.
Speedster
Your base movement speed is increased by 10ft.
Sonic Booms
You learn how to increase the power of sonic booms better. You can use Thunderwave without components if you spend 2 ki points.
Quick Reflexes
Your lightning quick reflexes give you advantage on initiative rolls.
Speedster
Your base movement speed is increased by 15ft.
Speedster
Your base movement speed is increased by 20ft.
Super Healing
Your super healing helps you recover more easily. When you are taking a short rest and you use your hit die to heal, you get to roll those at advantage.
Quantum Tunneling
You can phase through solid objects with your incredible speed. You can use 10ft of your movement to pass through a 1ft thick solid object. This scales up linearly, so passing through a 5ft solid wall would take up 50ft of your movement. If you stop your turn in the middle of a solid object you take 8d8 force damage and will continue to do so on the end of each of your turns that you stay phased into a solid object.
Lightning Throw
Your connection to the extra planar realm of speed helps you generate lightning when you move at unreal speed. Once per short or long rest you can use 5 ki points to use the Lightning Bolt spell. You can use 2 additional ki points to increase the level of the spell cast by 1, capping at 9th level.
Improved Flurry of Blows
When you use a ki point to trigger your Flurry of Blows, you can use your bonus action to make 3 unarmed strikes, instead of 2. However all 3 strikes must be on the same target, in succession, with no movement used in between.
You still have the option of using Flurry of Blows in the standard way as well.
Hard to Catch
At 11th level, you gain the ability to cast freedom of movement on yourself for 4 Ki with no material component.
Into the Fold
Using your action, you can bring yourself and up to 2 other willing creatures into the plane of speed. You and up to two other creatures you can touch receive the effects of the Time Stop spell. You roll the 1d4 + 1 to determine how many rounds the spell lasts for all creatures affected. Otherwise the spell acts as normal. If one creature does something to cause the effect of the spell to end early, it only ends for them. The other creatures affected finish the duration of the spell as normal. This ability can only be used once before needing a long rest.
Mercurial Movement
At 11th level, you gain the ability to cast haste on yourself for 3 Ki with no material component.







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