Speedster
Sunday, June 11, 2017 5:43 PM
Momentum
• At the start of level 3 you may use your wisdom modify to add to your initiative.
• At 6th level, You have advantage to reaction rolls and advantage on healing dice
during short rests
• At 11th level, You add your prof modifier x5 to your movement speed. You ignore all
difficult terrain and have climbing speed equal to your movement speed.
• At 17th level, you learn all of the moves on the bottom. Additional, once per day you
can redo an entire turn as a action.
Speedster Adept
At the start of level 3,6 and 11, you pick 2 spells to integrate these techniques to your combat. Each
short rest or long rest you can change your techniques.
1. Supersonic Punch
You charge at a creature and channel your kinetic energy into one punch. If you move
at least 30 feet in a straight line towards a creature, you can use an action and expend
1 ki to throw a supersonic punch at that creature. The creature must make a Dexterity
saving throw, or take 3d6 thunder damage and falls prone on a failure or half as much
damage and does not fall prone on a success. Every 10 additional feet that you move
before striking the creature increases the damage by 1d6, up to a maximum of 6d6
additional damage.
2 KI point
2. Whirlwind
Action
3 KI points
As a actions, you rotate your arms and are able to use Gust of Wind and Slow Fall on
yourself or another target.
3. Accelerated Sight:
1 KI points
Bonus action
For the next 5 minutes all Perception and Investigation checks have advantage,
additional you can read any information rapidly and know its contents for that hour
before forgetting.
4. The ol' 1, 2, 30 punches:
Action
2 KI points
In a 15 ft. cone in front of you, you tap into the speed force to attack every enemy for
your attack action with unarmed strike.
5. Phasing:
Action
1 KI points
For the next 5 rounds (30 seconds) you connect with the speed force to oscillate so fast
that you can travel across the eternal plane. If you stuck in a object you take 2d6 for
each 5 feet.
6. Speed force Blessing:
1 KI point
You may cast Haste or Slow to a player. You can only use this feature once per long
rest or short rest.
7. Funnel:
Action
1 KI point
In a 10ft circle you syphon all of the air from that location, Any target that would enter
or be in this area must make a Dex save or start suffocating.
8. Disarming reflex:
Bonus action
1 KI points
After hitting a creature with a unarmed strike, you can to attempt to disarm the target,
forcing it to drop one item of your choice that it’s holding. The target must make a
Strength saving throw. On a failed save, it drops the object you choose. The object
lands at its feet.
9. Double Team:
Bonus action
1 KI point
After hitting a creature with a unarmed strike, you can forgo one of your additional
attacks to allow a another player to use their reaction to make one weapon attack.
10. After Image:
Reaction
1 KI point
When a creature makes an attack that hits, you can use an reaction to vibrate yourself
to phase through the blade. Target creature has disadvantage. If the target still hits you
take an additional die of damage.
11. Redirect Current:
1 Ki point
If you or an ally within 5ft are target of an lightning spell or fire spell attack roll, you
may use your Deflect Missiles feature.
12. Goading speed:
Bonus action
1 KI
When you hit a creature with an unarmed strike, you can to attempt to goad the target
into attacking you as an bonus action by slapping them for one additional unarmed
strike.The target must make a Wisdom saving throw to resist this effect for 1 minute.
13. Nothing can slow me down:
Action
1 Ki point
You use your electric connection to pull a creature of medium or lower towards of
range of 15ft if they don't pass a strength saving throw of your spell dc.
14. Throw Lightning (level required 8)
Action
3 KI
You learn to harness the kinetic energy you produce and convert it to electrical energy
to produce a lightning bolt discharged from your body. If you move at least 50 feet on
your turn, you can use an action and expend 3 ki to hurl a bolt of lightning forming a
line 60 feet long and 5 feet wide that blasts out from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 3d6
lightning damage on a failed save, or half as much damage on a successful one. You
can increase the damage by spending ki points. Each point you spend, up to a
maximum of 3, increases the damage by 2d6. The lightning ignites flammable objects
in the area that aren't being worn or carried .
15. Speed Mirage:
Action
3 Ki point
You move so fast that there appears to be more than one of you. You can spend 3 ki to
cast mirror image
16. Phase Strike
You gain the ability to phase your hand through a creature to strike directly at its core.
You can use an action and spend 5 ki points to make a Phase Strike against a creature.
The creature must make a Constitution saving throw, taking 8d10 force damage on a
failed save or half as much on a successful one.