Base Class: Monk
Monks of the howling wind tend to be flighty folk, they rarely stay in one place for too long and are almost always on the road. They are quite happy to follow the guidance of the wind wherever it may take them. They can be found training in places where the wind is particularly strong.
Concentrated wind blast
Starting when you choose this tradition at 3rd level, you can launch blasts of channeled air.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is thunder, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You also gain the Gust cantrip and cast is using your wisdom modifier.
Concussion Wave
At 6th level, you gain the ability to channel your ki into a concussive blast of Air. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the thunderwave spell as a bonus action.
You can spend additional ki points to cast thunderwave as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Vacuum Devastation
At 11th level, you gain the ability to create a vacuum that collapses into a devastating implosion. As an action, you designate a point you choose within 60 feet, where it forcefully expelling all the air before it collapses back in on itself.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and be unable to speak until the end of their next turn. A creature doesn’t need to make the save if the creature does not need to breathe
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Wind Guardian
At 17th level, you have a heightened awareness and control of the air within 30 feet of you. Your ability to deflect missiles is increased, and you can sense the subtle changes in the air flow.
Whenever you use your deflect missiles reaction you can add an additional 1d10 to the damage reduction and use it on a ranged attack targeting a creature within 30 feet of you for a total of 2d10 + Dex Modifier + Monk level. Additionally you have advantage on initiative rolls, and cannot be surprised.
Previous Versions
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