Monk
Base Class: Monk

Through your study, you have learned how to tap into the Speed Force. This Force is a power between Planes that allows certain individuals to move at incredible speeds. Such a power is only granted to few, as the Speed Force is believed to bestow such power upon a lucky few. As a Way of the Speed Force Monk, you gain access to superhuman abilities of powerful speeds.

Advanced Speed

Starting when you take this subclass at 3rd level, you can Dash as part of your turn immediately after an Unarmed Strike or Flurry of Blows on the same Bonus Action. Until the start of your next turn however, attacks of opportunity have advantage against you. 

Speed Force Lightning

At 3rd level, when you take the Dash action, a trail of lightning follows close behind you to a distance of 10 feet; it follows the exact trail you move through and after 10 feet disappears. You determine the colour of this lightning. If you move within 5 feet of an ally, it can use its reaction to touch the lightning, and until the end of your next turn, its speed is increased by 10 feet. 

At 6th level the speed bonus granted to allies increases to 15 feet, 20 feet at 11th and 25 feet at 17th level.  

True Speed

At 6th level, your speed increases by an additional 10 feet.

Furthermore, if you move your full maximum movement speed running in a circle no larger than 5 feet diameter, you can harness your lightning trail, expend 2 Ki and hurl a bolt of lightning as an attack. This bolt can travel up to 120 feet in a straight line, dealing 4d6 lightning damage on a hit. When you use this attack, you can spend an additional 2 Ki to force a Constitution saving throw on the target. On a failure, the target is paralyzed until it uses its action to end the effect.

Sprint Burst

You tap in to the Speed Force to gain a powerful burst of speed. You can expend 5 Ki points to cast Haste on yourself without the need for material components. When the Haste ends, you suffer one level of exhaustion.

Speed Phasing

Beginning at 11th level, you are so fast you gain full control over your body's movement. As an action, you vibrate your body extremely quickly. For 1 minute, you can pass through objects as if they were not there. You cannot make attacks, interact with the environment, or be attacked. You are still susceptible to psychic attacks, drowning and extreme temperatures however. You can end this effect early, at no action to you. 

You use this feature a number of times equal to your proficiency bonus. Upon first use of this feature, there is no consequence, but for each use subsequent use you gain one level of exhaustion for using this. You regain all expended uses of this feature after a Long Rest.

Spatial Jump

At 17th level, if you move upwards of 200 feet in 1 round (6 seconds), you can open a momentary breach in space. Only you can pass through this breach, any other creatures being carried by you, near you or being carried by you such as in a Bag of Holding are left behind where you pass through the breach. When you pass through the breach, you leave the Material Plane, and spend 2 rounds (12 seconds) running through a dimension of twisting lightning and hurling wind; the Speed Force. After running for 2 rounds, you can exit the Speed Force and reappear in a location known to you no further than 10 miles from which you left.

You can spend subsequent turns in the Speed Force maintaining your 200 feet per round movement. For every number of rounds above 2 you run in the Speed Force you can travel an additional 5 miles. For every additional round you spend in the Speed Force, roll a d20. On a 4 or lower you are struck by lightning, suffer 5d6 lightning damage and cannot move until the end of your next turn. See bellow for consequence of not maintaining such speed.

To stay in the Speed Force Dimension, you must maintain this 200 feet per round movement. If you fail to move 200 feet in a round before leaving the Speed Force you are thrust back into the Material Plane. Being forcefully thrust back into the Material Plane is tolling however. Roll a d20. On a 5 or lower you collide with an obstacle of some sort, DM's choice. On collision you suffer 10d6 Bludgeoning Damage, fall Prone and suffer one level of Exhaustion.

If you travel through the Speed Force wearing armour or clothing not resistant to Fire Damage, it burns up upon entering the Speed Force.

You can use this feature once per Long Rest.

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