Sanctity of Movement
Starting when you choose this tradition at 3rd level, you can spend a bonus action and 1 ki point to enter a stance that heightens your spirit's ability to align with the perpetual flow of the prime material planes. Until you end the stance you can only move in a straight line, changing directions only if you are next to an impassable terrain such as a wall. You can only make one attack per 5 feet of movement. While in this stance you gain the following effects:
- You ignore all magical effects that would affect your speed.
- Opportunity attacks towards you are at disadvantage.
- You deal 2 additional damage to creatures that were out of your reach at the start of your turn.
In addition, if you had moved at least half your movement in this stance you can expend your remaining movement and an action to make a special unarmed melee attack. This attack deals your martial die in bludgeoning damage for each 10 feet of movement expended and pushes the target 5 feet back for each 10 feet of movement expended.
Synchronous Redirect
At 6th level, you gain the ability to mix your offensive and defensive capabilities. As a reaction, right before a melee attack is made by you or targeted at you, gain advantage on the next attack towards the target and disadvantage on the next attack from that target. You must finish a short or long rest before you can use this feature again.
Cloud Step
Beginning at 11th level, for an action, you can let go your earthly tethers and enter a special meditation that lighten your body and mind. You're under the effects of the levitate spell which lasts a minute, does not require concentration, and allows for lateral movement as if you were on the ground. You must finish a long rest before you can use this feature again.
Singular Strike
At 17th level, you learn a deadly technique where you focus your attack and momentum into a singular point. When you hit a creature with the special melee attack granted by your sanctity of movement feature, you can spend 3 ki points to enhance that attack. A creature must make a dexterity saving throw. If it fails, the energy of your strike eviscerates their body and they drop to 0 hit points. If it succeeds, the creature takes 10d10 force damage. Either way, you appear up to 30 feet on the opposite side of the enemy after your attack.
If the target is an nonmagical object or a structure, it takes the maximum amount of force damage, and you make a 5-foot hole in the object.
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