Way of the Hedgehog (5e Subclass)

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Way of the Hedgehog

Some monks devote their time to finding inner peace and becoming masters of Martial Arts. Others instead decide to be fast.

Hedgehog-esque Agility

At 3rd level, you gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Jump Strike

Beginning at 3rd level, rather than making ordinary unarmed strikes, you may attack by jumping toward your enemy. If you are a member of a race with quills or other bodily features, this attack may deal piercing or slashing damage, rather than the normal bludgeoning damage.
The combined distance toward and away from your target can be up to half your walking speed. (This distance is increased by bonuses from your unarmored movement and the Dash action.) Jump Strikes do not provoke opportunity attacks.

You may use a Jump Strike whenever you would be able to make an unarmed strike, allowing you to do it multiple times per action/bonus action via Extra Attack or Flurry of Blows.
If you use Jump Strike to perform more than one attack in the same action or bonus action, you must hit two different targets, and you cannot touch the ground between each hit. (This means that when attacking 2 targets you may travel up to your speed while airborne.) Your action/bonus action will end early if the first attack misses.

Bribe Death

At 6th level, you gain the ability to avoid death through a magical technique known as “dropping your rings”. As a reaction when you are hit by an attack, you can spend a number of Ki points equal to the damage you took divided by 10 rounded down (a minimum of 1 ki point) and drop all of your gold pieces (and/or other valuables as determined by your DM). Doing so causes you to take no damage from the attack.
You can use a bonus action on your next turn to retrieve your dropped valuables; otherwise they disappear forever. You cannot use this feature if you have nothing to drop.


Starting at 11th level, your attacks seem to easily lock themselves onto enemies. If you attack with your Jump Strike and miss, your target still takes damage equal to your Dexterity modifier. (This means your Attack action/Flurry of Blows will no longer end early.) Additionally, you do not have to change targets during your Attack action/Flurry of Blows.


At 11th level, if you dash on consecutive turns, your speed increases each time (2x, 3x, and 4x your speed on your 1st, 2nd, and 3rd turn dashing, respectively. It cannot exceed 4x your regular speed.) You can ignore any penalties of continuous dashing.

Super Sonic Heuristic Hedgehog

By level 17, your connection to the chaos of your inner Hedgehog lets you transform into a superpowered version of yourself. To activate this form, you must spend 15 ki points. Its duration is 1 hour, and after it wears off you cannot use it again until you complete a long rest. This change can manifest in several ways, such as giving you a glowing aura, and if your skin is blue it likely will turn yellow.
While powered up, you gain a flying speed equal to your walking speed, and any Jump Strike you make that hits becomes a critical hit. Rolling a natural 20 causes your attack to deal maximum damage.
Additionally, this form gives you and allies within 30 feet of you advantage on all ability checks and saving throws.

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