Monk
Base Class: Monk

These monks are people who have the extraordinary ability to move faster than the world around them. Some may use it to protect others, or for their own personal gain. Some may have been born with it, while others stumbled upon it. What will your character do with these abilities? That, dear player, is up to you! 
way of superspeed monks focus their ki towards getting faster and faster, until they are able to complete what they set up to do. 

Fastest (humanoid) alive

You seem to be the fastest thing wherever you go. Starting at 3rd level, you gain the action surge and alert feats. 

Action surge

Your abilities allow you to get in more punches than you normally could. On your turn, you can take an additional action 

Alert

Your powers give you the ability to notice the finer details. You gain the following benefits: 

-you gain +5 to initiative 

-you cannot be surprised while you are conscious 

-opponents do not gain advantage on attacks against you as a result of being hidden from you

Faster than before

You are faster than anyone ever thought possible. You add another 30 feet to your unarmored movement bonus.

Inertia

You know, an object in motion stays in motion. In this equation, the object is... your fist! Starting at 6th level, When you make an unarmed attack, you add +2 to damage for every 5 feet you moved before attacking. This can also apply to melee weapons, adding +5 instead of +2. But, you make the attack with disadvantage. If you miss, you must succeed on a dexterity saving throw (dc 15 if simple weapon, dc 19 if martial weapon) if you fail you take 1d10 force damage for every 2 class levels. If you succeed, you still miss, you stop 10 feet away from the creature you targeted opposite of the direction you came at it from, and lose all bonus damage.

Faster and faster

You just can’t stop gaining speed, and you have discovered some additional abilities along the way. Starting at 11th level, you can spend 6 ki points to do one of the following. You cannot do more than one of these per long rest, no matter what level you are.

Phase

You go under the effects of a 6th level armor of agathys, lasting for 3 rounds and dealing force damage instead of cold damage. When you do this, all attacks against you have disadvantage as if you took the dodge action. Out of combat, you use this to walk through walls.

Slow down time

You cast slow at a 6th level centered around yourself, affecting everything in range, and haste at a 6th level targeting yourself without any material components. Both of these effects are dispelled 3 rounds later, at the start of your turn. Or you could choose to dispell it earlier.

Speed double

You cast mislead at a 6th level, lasting for 3 rounds.

Never fast enough

You cannot stop gaining speed. You recently gotten to the point where you seem to be in two places at once. But until you have achieved what you have set out to do, your will never be fast enough in your eyes. Starting at 17th level, You can spend 8 ki points to cast simulacrum at a 7th level as a reaction without using material components. The simulacrum always appears as a blurred image of you. The simulacrum always shares your initiative and is an npc controlled by the dm. If 10 rounds have passed and the simulacrum is not dispelled or killed, you take 8d12 force damage and the simulacrum is dispelled. Once dispelled this way, you cannot use this feature until after a long rest. Also now you can use up to three effects of faster and faster per long rest, as long as you have enough ki points left.

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