Base Class: Monk
Warriors that follow the Way of the Storm have unlocked the secrets of manipulating the air itself. By harmonizing their ki with the currents of wind, they move with unparalleled grace and strike with swift, devastating power. These monks are known for their incredible mobility, their ability to turn the tide of battle with controlled gusts, and their ability to channel air to enhance their weapon attacks and deflect incoming blows.
Level 3: Gale Step
• Enhanced Mobility: Your movement speed increases by 10 feet.
• Windborne Leap: As a bonus action, you can spend 1 ki point to leap up to 30 feet in any direction without provoking opportunity attacks. This leap does not require solid ground to land on, as the wind cushions your descent until the end of your turn.
Level 3: Zephyr Strikes
• When you make a weapon attack, you can spend 1 ki point to enhance the strike with slicing winds. The attack deals an additional 2d4 slashing damage and has a reach of 10 feet. This damage increases to 2d6 at 11th level and 2d8 at 17th level
Level 6: Whirling Defense
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.
Level 11: Eye of the Storm
As an action, you can spend 3 ki points to summon a swirling windstorm in a 15-foot radius centered on yourself for 1 minute. While the storm is active, you gain the following benefits:
• Defensive Winds: Ranged weapon attacks targeting you or creatures of your choice within the radius are made with disadvantage.
• Gale: When a creature starts its turn within the area, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is lifted 5 feet into the air and takes 1d6 bludgeoning damage. On the creatures turn if they don't have a fly speed they must succeed on another strength saving throw to move as normal. On a second failed save they are flicked 10 feet away from you taking another 1d6 bludgeoning. You can end the storm early as a bonus action. The windstorm moves with you and does not affect visibility.
Level 17: Avatar of the Tempest
• Flight: You gain a flying speed of 60 feet as long as you are not wearing armor.
•squall: as an action you gain access to the affects if the haste spell for the next 10 minutes. You must finish a long rest before you can use this feature again.
Comments