Monk
Base Class: Monk

Wind Spirit Monks have honed their reactions, allowing them to perform deadly series of attacks fluently, striking their opponent's weak points. Although they may be frail, they excel in close-quarters combat due to their ability to avoid enemy attacks completely. Wind Spirit Monks sense vibrations in the air, allowing them to dodge attacks even with their eyes closed. By harnessing the power of the wind, they can jump to incredible heights and even float in midair.

Shifting Winds

As a Wind Spirit Monk, at the 3rd level, you have mastered two forms of fighting you can shift between - Gale Form and Hurricane Form. As a bonus action,  you can shift between the two fighting styles. While in Gale Form, your proficiency bonus is added to your AC, and you gain Advantage on all Dexterity checks and saving throws. While in Hurricane Form, after you hit a target with an unarmed strike or monk weapon, you push them back 30 feet and they must succeed on a Constitution saving throw (Save DC = 8 + your proficiency + your Strength modifier) or land prone.

Swift Breeze

At the 6th level, you can sense vibrations in the air, allowing you to dodge attacks more easily. As a reaction, if you were to get hit by an attack, you could choose to avoid it instead and not take any damage while in Gale Form. In Hurricane Form, you can instead use a reaction to hit the opponent with an Unarmed Strike after getting hit by an attack. This can't be used again until you take a short or long rest. At the 10th level, this can be used twice between rests, and increases again to three times at the 14th level.

Tornado Kick

At the 11th level, you can concentrate immense energy into your leg to deliver devastating kicks.

In Hurricane Form, the power of the attack is 1d10 + your proficiency bonus + your Dexterity modifier and deals force damage, and you can choose to spend ki points to increase the power of the attack by 1d10 for each ki point you decide to spend.

In Gale Form, the power of the attack is 1d8 + your proficiency bonus + your Dexterity modifier and deals force damage. The target must make a Dexterity saving throw (Save DC = 8 + your proficiency bonus + your Dexterity modifier), and you can choose to hit them with the attack again on a failed save. You can hit a target up to five times in a row like this.

One With the Wind

At the 17th level, you can fully harness the power of the wind. You gain a flying speed of 40 feet, can jump an extra 30 feet, and Slow Fall now gives you complete immunity to fall damage. When you get targeted by an attack, but before the attacker rolls for armor class, you can spend 4 ki points to use your reaction to push the attacker back 50 feet if they are within 30 feet of you. If you are no longer in range of the attack after the attacker gets pushed back, their attack automatically misses. If you use this reaction in Hurricane Form, the target takes 5d10 force damage, and if used in Gale Form, you can move up to 20 feet as part of the reaction.

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