Monks of the Way of the Lightfoot focus their training on perfecting the art of swift, agile movement. Monks who follow this tradition strive for that perfect step that allows them to overcome the shackles of friction and gravity. Masters of the tradition are rumoured to be so lightfooted that they can fly.

Starting when you choose this tradition at 3rd level, your footwork is near perfect. Moving through nonmagical difficult terrain cost you no extra movement.

Additionally, your manoeuvrability at speed increases, making you harder to see. When you take the Dash action on your turn, attacks of opportunity made against you are at disadvantage. When you take the Step of the Wind bonus action, you also then have advantage on the first melee attack you make before the end of you turn.

At 6th level, your unarmoured movement is unparalleled, creatures becoming just another part of the terrain. You can climb over creatures that are Small or larger, expending extra movement equal to the size of the creature (5ft for a Small or Medium creature, 10ft for a Large creature, etc.). You must end your turn in an unoccupied space unless the creature you are on is at least one size category larger than you. If you end your turn on top of a larger creature, you move with the creature unless you use your reaction to drop off.

A well placed ki-enhanced kick from such a position has the potential to do great damage; on a successful unarmed attack from on top of a hostile creature you may spend 1 ki point to deal extra damage equal to 2 extra rolls of your Martial Arts dice, as shown in the Monk table. You can deal this extra damage once per turn.

Optional Rules If your DM is using the optional rule, "Climb onto a Bigger Creature" from the Dungeon Master's Workshop (page 271, DMG), this feature replaces the action and contested ability check to climb the creature. Additionally, when the larger creature attempts to dislodge the Lightfoot Monk, the Monk has advantage on the check to stay in place.

At 11th level you start using ki to push your speed even further. As an action you can spend ki points to cast the following without material components at a range of self:

Ki Points and Spells

Ki Points Tradition Spells 3 haste 4 freedom of movement

At 17th level, your mastery of movement lets you stand where others would fall. When you use Step of the Wind, in addition to its normal effects, you can spend an additional 3 ki points (for a total of 4) to gain a fly speed equal to your movement for ten minutes, however you fall to the ground at the end of each turn. Additionally, you can treat any solid, liquid or cloud as solid ground to avoid falling for the duration. If you run or land on damaging terrain such as lava or acid, you do not sink, but you do take damage as normal.

At any point, you can choose to spend an action to dismiss this ability, causing you to fall the ground if you are in the air. If this causes you to land on a creature, they must make a Dexterity saving throw. On a failure they take all of the damage absorbed by your Slow Fall ability as bludgeoning damage. On a success, they take half as much damage.