Monk
Base Class: Monk

Whether you have studdied in the high mountains, feeling the cold wind blow against you and learning to flow with it, or grew up on the elemental plane of air, learning to use the element to your advantage in day to day life. Monks of the Way of the Zephyr have meditated and trained to move through air, wind and storm, becoming attuned to every gust, current and molecule.

You have learnt to focus your mind and emotion to become one with the air around you. You move and flow with the current of the wind and use that flow to fight your enemies.

As your skill grows as does your understanding of the element of air, allowing you further control and understanding of elements such as sound and weather. It is even said Masters of the form are able to manipulate the most miniscule of space between the particles in the air allowing them to unlock a deeper understanding of the element than even the most dedicated of magicians and scholars.

 

Elemental Stance

Starting when you choose this tradition at 3rd level, you can spend 2 ki points to enter a focused elemental stance, merging your soul with the air around you, your stance begins by attuning yourself to the flow of the air, and grows from their, while in this stance, you gain the following benefits:

  • You gain advantage on ability checks and saving throws made to avoid or escape grapple or restrained
  • It only cost you 5ft of movement to stand up from prone
  • You are unaffected by difficult terrain.
  • Whenever you take the dash action on your turn, you gain an additional 15ft of movement.

The stance lasts for 10 minutes, or until you end it early.

Sound Stance

At 6th level, you gain the ability to control air on a minute frequency to manipulate sound. When you enter your elemental stance, as an action, you can spend 2 ki points to create a 30ft radius sound barrier centred on yourself, while this barrier is up you and any ally of your choice withing the barrier gain a +5 to stealth checks.

Additionally, when an enemy within the barrier that cast a spell that requires verbal component, makes any skill check or attack roll in casting the spell at disadvantage, or, any taget of the spell has advantage on an imposed saving throw.

The barrier will last until the stance ends, or you choose to end it early.

Storm Stance

At 11th level you can attune your body to the static energy dorment in the atmosphere, turning yourself into a living storm, you gain the following benefits when you enter your Elemental Stance:

  • When you use your flurry of blows feature, the speed of your attacks creates friction, producing static electricity, you may add lightning equal to your wisdom modifier when you hit with either attack.
  • You gain resistance to lightning damage
  • As an action you may spend 2 Ki points to gain a flying speed equal to your walking speed. This lasts until your stance ends.

Gale Force Stance

At 17th level, you can manipulate the air and wind to a masterful degree, creating devastating gale force winds from the mere palms of your hands, as an action when you are in your elemental stance, you may spend an additional 3 ki points to enter the Gale Force Stance, and gain the following benefits:

  • Strike of the Whirlwind. Rotating pockets of compressed air orbit your palms, whenever you make an attack with your monk weapon or an unarmed strike, you may add your wisdom modifier to the attack bonus, additionally you deal double damage to inorganic material.
  • Eye of the Storm. You summon an intense hurricane to destroy all around you, if a creature starts it's turn within 30ft of you, it must make a constitution saving throw or take 2d6 bludgeoning damage from flying debris and cutting winds. Additionally all terrain within 30ft of you is counted as difficult terrain for everyone besides you.
  • Flow of the Zephyr. You can attack three times, instead of twice, whenever you take the Attack action on your turn.

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