Base Class: Monk
Monks of the Way of the Wild Wind are masters of wind manipulation and swift movement. They channel air currents to enhance their agility, shrouding themselves in gusting winds that protect and empower them. In combat, these monks become a whirlwind of force, their attacks bolstered by roaring gusts that push back foes and deal heavy, concussive blows. With every strike and step, they move like the wind itself—swift, untouchable, and devastating.
Through focused training and spiritual attunement, these monks gain the ability to wrap themselves in Wind Armor, improving their defenses and turning missed attacks into opportunities for counterstrikes. As they grow in power, their connection with the wind allows them to unleash Tempest Form, lifting them above the battlefield and transforming them into an unstoppable force of nature.
The Way of the Wild Wind emphasizes mobility, precision, and the relentless strength of a storm—qualities that make these monks uniquely dangerous and nearly impossible to pin down.
Gale Step
3rd Level: Gale Step
Drawing on the power of wind, you learn to harness momentum, propelling yourself with every step. You gain the Gale Step feature:
- Gale Step (Bonus Action): You can spend 1 ki point to activate Gale Step for 1 minute. While active:
- Your movement speed increases by 10 feet, and every time you move at least 20 feet in a straight line, you gain one charge of Momentum.
- Momentum stacks up to 3 times and is expended when you make an attack. For each stack of Momentum, your unarmed strikes deal an additional 1d6 force damage.
- Moving at least 10 feet before making an unarmed strike lets you add a blast of wind to the attack, causing it to deal an additional 1d6 force damage and pushing the target 10 feet if they fail a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).
Wild Wind Armor
6th Level: Wind Armor
You surround yourself in a gusting barrier of wind, deflecting attacks and amplifying your own strikes.
- Wind Armor (Bonus Action): Spend 4 ki points to activate Wind Armor for 1 minute:
- Your AC increases by 2.
- Gust Strike: While Wind Armor is active, your unarmed strikes gain an extra 1d8 force damage, as each strike is fueled by the roaring winds around you.
- If a creature attacks you and misses, you may use your reaction to make an immediate unarmed strike as an opportunity attack against it.
Hurricane Strike
Moving with lightning speed, you catch foes off guard, bypassing their defenses.
- Hurricane Strike: Once per turn, when you move at least 15 feet before an attack, you may spend 2 ki points to make a Hurricane Strike. This attack:
- Deals an additional 2d8 force damage.
- Ignores half and three-quarters cover.
- Creates a wave of compressed air in a 10-foot cone behind your target, forcing creatures in the area to make a Dexterity save (DC = 8 + proficiency + Wisdom modifier) or take 1d8 force damage.
Stormfront
As a bonus action, you find peace within your inner storm, powering up your abilities for 1 minute. While in Stormfront mode, you gain the following benefits:
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Rising Storm: You gain a flying speed equal to your walking speed and can hover. Additionally, your walking speed increases by 20 feet, and difficult terrain does not affect you.
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Whirlwind Blows: When you make an unarmed strike, it deals an additional 1d10 force damage, and creatures hit by your unarmed strikes must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be pushed back 10 feet. If they fail by 5 or more, they are also knocked prone.
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Landfall: As an action, you can create a powerful vortex around you, forcing creatures within 15 feet to make a Strength saving throw. On a failure, they are lifted off the ground and thrown 20 feet away, taking 2d10 bludgeoning damage and landing prone. If they succeed, they are pushed back 10 feet but do not take damage or fall prone. You can use this ability once per turn while in Stormfront mode
Once you use Stormfront, you can’t use it again until you finish a long rest.
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