Base Class: Monk
Speed. You are speed. You follow a monastic tradition that teaches the ultimate pleasure and tranquility of constant fast movement, exercising your body and mind. You feel most at peace when sprinting across the landscape, riding your runner’s high. Speed is a way of life for you. You gotta go fast.
Monks of this tradition dodge and weave through battlefields with immense speed and grace, pouncing on their targets before they even notice their approach. Their rapid dashes are so fast that they release concussive bursts of sound, and some can even move so quickly that they cannot be seen by the naked eye.
Overclock
When you choose this tradition at 3rd level, you train to further improve your speed. You gain the following benefits:
- When you use your Step of the Wind, you take both the Disengage and Dash actions as a single bonus action.
- If you move at least 30 feet straight toward a target and then attack it with an unarmed strike or a monk weapon on the same turn, you have advantage on the attack roll. You cannot gain this benefit against the same creature more than once per turn.
- Your speed increases by 10 feet, in addition to that of your Unarmored Movement.
Sonic Boom
At 6th level, you can blast out sonic energy with your swift sprinting.
Immediately before you move on your turn, you can spend 1 ki point as a bonus action to enhance your sprinting. If you move in a straight line and expend all of your speed in this one continuous movement without taking any intermittent actions or reactions during the movement, you gain the following benefits:
- You deal thunder damage equal to your proficiency bonus to each creature you pass within 5 feet of.
- Creatures cannot take reactions using you as a trigger.
- You do not trigger traps that detect your presence throughout this movement, such as pressure plates or magical alarms.
At 11th level, you do not need to move in a straight line to benefit from your Sonic Boom, but you cannot reenter a space you already occupied this turn and still gain its benefits.
Maximum Overdrive
Starting at 11th level, you can engage a hyperactive speed amplifying all your movements. You can spend 4 ki points to cast the haste spell on yourself, without needing material components. While you are under the effects of haste, you gain the ability to move along upside-down surfaces such as ceilings on your turn without falling during the move, in addition to vertical surfaces from your Unarmored Movement.
At 17th level, you can spend 8 ki points to cast the time stop spell instead.
Fast & Furious
At 17th level, you gain the ability to enrage yourself with the adrenaline of your supreme speed, further increasing your power and velocity as you give into the rush. On your turn, if you move at least 60 feet in one continuous movement without taking any intermittent actions or reactions during the movement, you can spend 6 ki points to become furious as a bonus action.
While furious, you gain the following benefits if you are wearing no armor and not wielding a shield:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make an attack with an unarmed strike or a monk weapon on your turn, you gain a bonus to the damage roll equal to your Wisdom modifier.
- You have resistance to bludgeoning, piercing, slashing, and psychic damage.
- When you use your Flurry of Blows, Patient Defense, Step of the Wind, or Sonic Boom on your turn, it does not expend your bonus action, though it does still expend 1 ki point. You can only use each of these ki features once per turn.
You can't cast or concentrate on spells while furious.
You are furious for 1 minute. Your furiousness ends early if you are knocked unconscious, if your speed is reduced to 0, if your turn ends and you haven’t expended all of your movement, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
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