Base Class: Monk
Monks of the Way of the Free Winds value freedom above all else, and as such does not have much of an organization. Instead, individual monks takes in a few students and imparts their knowledge to them. And as another result of this freedom, monks of the Free Winds are greatly varied; some are pacifists who refuse to kill, while others launch themselves into battle with glee, ready to prove and hone themselves in battle. One thread that unites all, however, is that all monks of this tradition are almost like the wind: agile and untethered to the ground, flying around the battlefield with unprecedented speed and launching strikes, before retreating to the skies.
In the world of Hecatos (Homebrewer's Note: This is a homebrew setting), monks of this tradition are most common in Farrkhum, the Realm of Air. Some follow the Guardian of the Sky, wandering the lands as vigilant protectors, while others dedicate themselves to the Watchful Matron or the Gentle Mistress, preaching the freedom that can only be found with the wind. A few follow the Storm of the End, destructive as he may be, as a means to strength and power. However, most don't follow a single god, viewing the winds as more of a tool than a divine blessing.
VERSION 1.1 UPDATE NOTES:
- Changed Striking Wind so as to not be too identical to Open Hand Technique.
- Removed Hurricane Strike, as when it stacks with Striking Wind it will be too powerful. Replaced with Still Air instead.
- Gale Force is changed due to being too similar with Way of the Four Element's Elemental Discplines. Replaced with Zephyr Technique.
Feather Step
When you choose this tradition at 3rd level, you can attain a sliver of freedom that the wind has. When you move on your turn, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of the turn. If you end your turn in the air and nothing else is holding you aloft, you fall. When you use Step of the Wind to take the Disengage or Dash action as a bonus action, you can use Feather Step without spending a ki point.
Striking Wind
Also starting at 3rd level, the rushing winds can empower your attacks. When you take the dash action and move at least 20 feet towards an opponent, you can spend 1 ki point make a melee weapon attack or unarmed strike. If this attack hits, it deals additional damage equal to two rolls of your Martial Arts die. You can only make this attack once per turn.
Additionally, the reach for your melee weapon attacks and unarmed strikes increases by 5 ft. The increased reach increases to 10 ft by 11th level, and 15 ft by 17th level.
Still Air
Starting at 6th level, you can focus on the air around you to allow yourself to become briefly but acutely aware of your surroundings. When you take the Dodge action, you can spend 1 ki point to gain advantage on Wisdom(Perception) checks relying on hearing and scent and gain blindsight of 15 feet until the start of your next turn, and if you have blindsight from an outside source, this blindsight can stack with it. Additionally, when you use Patient Defense to take the Dodge action as a bonus action, you do not need to spend ki to use this feature.
The blindsight increases to 20 feet at 10th level, 25 feet at 14th level, and 30 feet at 18th level.
Leaf on the Breeze
Starting at 11th level, you can fly as freely as a leaf on the breeze. You can spend 3 Ki points as an action to give yourself a flying speed of 30 ft. for 1 minute. While you have this flying speed, you do not provoke any opportunity attacks when you fly out of an opponent's range.
You cannot take this action if you do not have a clear path to the sky, such as if you are underground or indoors.
Zephyr Technique
At the pinnacle of your training, you can now become one with the wind. As an action, you can enter the Zephyr Stance. While in your Zephyr Stance, you gain the following benefits:
- Step of the Wind no longer costs a ki point to use.
- You cannot be grappled and have advantage on saves against being restrained.
- You ignore difficult terrain.
- When you deal extra damage using your Striking Wind feature, they must also succeed on a Strength saving throw or be knocked prone.
- You can use your action to blast your opponents with wind. All opponents in a 30 feet cone must make a Strength saving throw against your ki save DC. On a failed save, they take 4d10 bludgeoning damage and pushed to the end of the cone. If they collide with another creature or an object, they take an additional 2d10 bludgeoning damage. On a successful save, they take half as much damage and are not pushed.
This stance lasts for one minute. Once you use it, you cannot use it again until you finish a long rest or use 7 ki points to use it again.
Previous Versions
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10/21/2021 6:47:24 AM
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10
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1
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1
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Coming Soon
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10/21/2021 7:08:57 AM
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10
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1
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1.1
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Coming Soon
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