Monk
Base Class: Monk

     With a greater focus on one's physical form, Way of Whirlwinds monks push their speed to its absolute limit, blitzing enemies in the blink of an eye. Their monasteries often reside on seasides or mountainous cliffsides, areas with strong breezes or prone to storms. However, they don't rest long as they often roam to new and unknown locations, following wherever the wind takes them.

     In combat, monks of this tradition enter their Vortex State before unleashing a barage of exclusive moves. With agility and precision, Way of Whirlwinds monks rip battlefields apart.

Follower of the Winds

At 3rd level, your physical training of this tradition begins. You gain proficiency with martial weapons as well as the Acrobatics and Survival skills if you don't already have it. Additionally, whips are considered as a monk weapon for you.

Vortex State

Starting at 3rd level, your manipulation of Ki allows you to enhance your speed. As a bonus action, you may spend 1 Ki point to enter the Vortex State.

For 10 minutes, your lower half transforms into a spinning cyclone. It ends early if you are incapacitated, dead, or dismiss it as a free action.

While the in this form, you gain the following benefits:

  • Your walking speed increases by 10 feet and you gain a fly speed of 15 feet.
  • Moving out of an enemy's space does not trigger an Attack of Opportunity.
  • Whenever you deal Slashing damage, add your Martial Arts die. Additionally, all Slashing damage you deal is considered magical.
  • You gain resistance to Cold, Lightning, and Thunder damage.

Dance of Gales

Beginning at 6th level, you learn maneuvers that take advantage of your swift and graceful fighting style. While in the Vortex State and wielding whips, you gain access to the following moves:

  • Coldfront: When you are targeted by a melee or ranged weapon attack, you may expend 1 Ki point as a reaction to enter a state of constant parries and counters. Until the start of your next turn, you gain a +5 to your AC as you constantly strike incoming attacks.
  • Gust: When you hit a Large or smaller creature with a whip, you can expend 1 Ki point to attempt to drive the target back. It must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Jaunt: When you hit a Large or smaller creature with a whip, you can expend 1 Ki point to attempt to knock the target down. It must make a Strength saving throw. On a failed save, you knock the target prone.
  • Duster: As an attack, you may expend a Ki point to wrap a whip around a target's melee weapon. They make a Strength saving throw and on a fail your whip completely envelops it, rendering unable to be used. A creature whose weapon is grappled may repeat the saving throw to break free as an action. While a creature's weapon is restrained this way and can be detached, you may expend 1 more Ki point to force another Strength saving throw, on a success, their weapon is no longer restrained. On a fail, you throw the weapon 10 feet in a direction you choose. You may target another creature with this disarming attack. Roll to hit with your whip modifiers, on a hit, the weapon thrown does the damage it typically would deal as a melee attack.
  • Imprison: As an attack, you expend 2 Ki points to target a Large or smaller creature with both your whips, forcing a Strength saving throw. On a fail, they are restrained and may repeat the saving throw as an action. While they are restrained, only the restrained target can be attack by your whips as they cut deeper.
  • Monsoon; Enter the Cyclone: As an attack, you spend 1 Ki point to spin your whips around you like a tornado, picking up all objects within 10 feet that weigh less than 5 pounds. Until the end of your next turn, all creatures that begin their turn within the affected area take a number of D4 Slashing damage equal to the number of objects spinning that weigh more than 1 pound to a max of 5D4. 
  • Monsoon; Debris Unfurled: When actively using your Mosoon; Enter the Cyclone feature, you may spend another Ki point as an attack to unleash your flurry of objects to a point you can see within 30 feet. Creatures within 5 of the point of impact must make a Dexterity Saving Throw or take a number of D6 Slashing damage equal to the number of objects spinning that weigh more than 1 pound.

Cascade

Starting at 11th level, your tempest of energy has grown endurant in its rage. Whenever you deplete a creature to 0 hit points, you regain 2 Ki points.

Zephyr; Unbound

At 17th level, you unlock the final potential of the Vortex State. The feature gains the following additional benefits:

  • Tempest Manifest: Your fly speed increases to 40 feet.
  • Shifting Winds: You gain a +2 to Armor Class.
  • Force of Nature: You gain immunity to Cold, Lightning, and Thunder damage.

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