Way of the Abundant Step (5e Subclass)
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Way of the Abundant Step
Your ability to harness ki has yielded an unexpected and frightful speed. You have unlocked the secrets of the body - an ability to move faster than the eye can see, and to protect yourself from the damage such speed might do to your body. With precise control, your body goes beyond its limits and your brain's perception follows - all while protecting your fragile framework from breaking down due to the inherent whiplash of your sudden starts and stops.
At 3rd level, you unlock bursts of speed the eye cannot follow. As part of your movement action, spend 1 ki point to teleport a number of feet equal to your Unarmored Movement bonus. You must appear in an unoccupied space and you cannot use this feature while wearing armor or wielding a shield.
Also at 3rd level, you learn to use your speed to flank the enemy and exploit weaknesses in their defenses. If you and another enemy of your target are in opposite spaces on either side of the target, you both gain +2 on melee attacks against the target. If the creature is Large size or larger, determine flanking by drawing or imagining a line through the center of each creature involved. If a line passes from you, through the very center of the target, to another enemy of the target (such as your ally), you are flanking.
At 6th level, your Abundant Movement may now be double your Unarmored Movement bonus, but it replaces your movement action instead of being a part of it. Additionally, you may spend this movement freely as you would a movement action, and teleport multiple times. When you gain the ability at 9th level to move along liquids and vertical surfaces, you may land on such surfaces when you teleport, such as appearing on a wall or ceiling to strike an airborne target.
At 11th level, you may spend 3 ki points and replace your movement action with a Desperate Sprint. You push your body to the limit and move at your incredible speed for an extended time. Your movement speed is quintuple what your Dashing speed would be, and you do not provoke attacks of opportunity; however, you can only move in a straight line, and you suffer -10 to your AC until the start of your next turn. If you collide with an object, take bludgeoning damage equal to your Unarmored Movement bonus. If you collide with a creature, it must make a Dexterity save with a DC equal to half your Unarmored Movement bonus. On a failed save, it receives equal damage to you. On a success, it avoids you and neither of you take damage. If this occurs, you may continue to move forward without treating the creature's occupied space as difficult terrain. You may use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest. If you choose to exceed this number, you suffer two levels of exhaustion once your movement ends, and you cannot use this feature again until you are no longer exhausted.
Trick Of The Eye
At 17th level, you have discovered the secrets of ultimate speed. Your Supernatural Celerity is doubled, up to a maximum total of 120ft. Each time you teleport, you leave an after-image of yourself in that space. If such an after-image would be flanking with you, as per your Unexpected Strike, you still gain +2 on melee attacks. You may return to a space you previously occupied, but you replace the after-image only if you teleport away again. You may spend 1 ki point to attack with an unarmed strike a number of times equal to your number of after-images, up to a maximum of three. You can only make these attacks if you take the attack action on your turn, as well as the Flurry of Blows ki feature.
Performing at such a high speed requires an intense concentration of ki. If you use Trick Of The Eye, you cannot be under the effects of Empty Body's invisibility; the effect ends before you use this feature.
Your afterimages persist until the start of your next turn, and allies can flank with them as well.
- Trick of The Eye can be used to attack airborne targets, provided the target is more than 20ft off the ground and you have enough movement left over between each attack to stay airborne with them - unless there is an eligible surface within 5ft of the target for you to use instead. For each attack, you fall 20ft before you could land another. If you fall to the ground and take damage, you must still succeed on an Acrobatics check or fall prone.