Base Class: Monk
The Way of the Dynamic Soul teaches its students to be relentless in their training. Never stop moving, never let up the assault, always be quick on your feet, and never let your momentum fall. While this monastic tradition may still be taught alongside the passive disciplines of many monasteries or orders, it is a very proactive and reactive style of fighting; most of the techniques are based around increasing defense at the cost of nonstop movement and action.
As a monk of the Dynamic Soul, you use your ki to build up momentum with every strike and action until you are a dynamo of unstoppable force.
Fists of Momentum
When you choose this tradition at 3rd level, your martial arts training has made you a dynamo in combat. You gain the following abilities from your power to build up momentum:
Points of Momentum. Every time that you hit a creature with an unarmed strike, you gain 1 Point of Momentum. These points last until the start of your next turn. For every Point of Momentum that you have, you gain a bonus to your AC.
Redirect Momentum. You can redirect the momentum you have built up to defend your allies. As a reaction whenever a creature other than you is hit by an attack within 30 ft of you, you can grant the creature a bonus to AC equal to your proficiency bonus until the start of your next turn, potentially causing it to miss. To use this reaction, you must currently have at least 1 Point of Momentum. If you use this reaction, you lose all of your Points of Momentum.
Wind-up Punch. If you miss with an attack while you have at least 1 Point of Momentum, you may choose to grant the attack roll a bonus equal to your current built-up Points of Momentum, potentially causing the attack to become a hit. If you use this feature, you lose all of your built-up Points of Momentum.
Perpetual Motion
At 6th level, you can move rapidly to build up your momentum without attacking. Whenever you take the dodge action, you build up 3 Points of Momentum.
In addition, if you reduce a creature to 0 hit points with an unarmed strike you build up 2 Points of Momentum instead of 1.
Momentous Wave
At 11th level, you exude an aura of gravity that pushes you forward and your enemies down. As a bonus action you can expend 4 ki points and create an aura of pressure that radiates 30 feet from you for 1 minute. For the duration, you gain the following effects:
- All creatures of your choice that start their turn within your aura can only use half of their movement speed.
- You and all creatures of your choice that start their turn within your aura gain a bonus to their movement speed equal to 10 feet.
- Once per turn when you use your stunning strike feature, you can force an affected creature within your aura to have disadvantage on the save.
Breaking Velocity
At 17th level, you can use your momentum to break through another creature's defenses. If you gain a Point of Momentum from hitting a creature with an unarmed strike, that creature's AC is reduced by 1 until the start of your next turn.
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