Base Class: Monk
Monks of the Way of the Wind model their technique off the flow of the wind and nature. These monks are often pacifistic and prefer to turn their opponents' movements against them. Still, others use these techniques to control the battlefield to give their allies and advantage.
Harness the Wind
Starting when you choose this tradition at 3rd level, you can use your ki to manipulate the wind and duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast gust of wind without providing material components. Additionally, you gain the gust cantrip if you don't already know it, and can cast it as either an action or a bonus action.
Become the Wind
By 6th level, you have learned to become one with the wind briefly. When you use your step of the wind feature to dash, your movement does not provoke opportunity attacks for the duration of the turn. In addition, you become invisible until the start of your next turn. This effect ends early if you attack or cast a spell.
Zephyr Redirection
Beginning at 11th level, you have learned to harness the power of the wind to redirect an opponent's attack. When you are hit with a melee attack, you can use your reaction to attempt to redirect the attack to another creature within 5 feet of you, provided the other creature is in the attacker's melee range. The attacker must make a Strength saving throw against your Ki save DC. On a fail, the attack is redirected using the original attack roll.
You can use this feature a number of times equal to 1 + your Wisdom modifier, and you regain all uses when you complete a short or long rest.
Ride the Wind
At 17th level, you have mastered your control of the wind. You gain a fly speed equal to your walking speed on your turn. If you are in the air at the end of your turn, you fall.
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