Monk
Base Class: Monk

Mirror the strength and movements of the unrelenting winds.

The Temple of Aeloria's Veil.  Perched precariously at the very brink of the 4000-foot Rift, where the river hurls itself into eternity, stands the Temple of Aeloria's Veil. This ethereal sanctuary is wrought almost entirely of delicate, reinforced crystal-glass and slender pillars of silver and electrum, giving it the appearance of a vast, weightless pavilion suspended in mid-air. The structure reaches boldly outward over the roaring waterfall, so that much of the temple seems to float unsupported above the endless fall. Mist from the plunging river constantly swirls around and through the open arches, veiling the glass in shifting rainbows and making the entire edifice shimmer like a mirage.  Inside, the floors are transparent panes that let worshippers gaze straight down into the roaring void. Wind chimes of hollowed crystal and silver bells hang everywhere, filling the temple with constant, haunting music as the goddess’s breath moves through them. There are no solid walls—only graceful, curving ribs of glass and open colonnades—so the temple feels more like a cage of light and air than a building. At its heart floats a simple altar of white marble, seemingly unsupported, upon which offerings of incense and feathers are carried away on the updraft.  

The Way of the Wind.  The monks of Aeloria's Veil, the lofty temple dedicated to the goddess of winds, mist, breath and unseen journeys, train in the arts of lightness, evasion, and clarity.  They practice wind-stepping (a form of graceful, almost floating martial movement), control of breath for meditation and spellcasting, and the philosophy that one must release attachment to remain truly free.  These monks, and the clerics of Aeloria, are called the Breathwardens.  They train in the arts of lightness, evasion, and clarity, while practicing wind-stepping (a form of graceful, almost floating martial movement), control of breath for meditation and spellcasting, and the philosophy that one must release attachment to remain truly free. They believe the constant roar and mist of the Rift is Aeloria’s own voice, singing of change, impermanence, and the joy of letting go.  Their fluid movements and techniques mirror the shifting movements of the wind.


 

Move Like the Wind

Beginning at 3rd level, you gain the knowledge of touching the air around you.

At the start of your turn, you can expend 1 Focus Point to imbue yourself with the energy of the wind. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.  You gain the following benefits while this feature is active.

  • Strike. Once per turn, when you make an Unarmed Strike, you may use your bonus action to make a second attack of a similar nature.
  • Move. You may use your reaction, when targeted by a ranged weapon attack, to move with the wind and perhaps cause what would hit you to miss as you step to one side.  Before learning whether an attack will hit you,  you may declare that you are moving with the winds using your reaction.  This will temporarily add your proficiency bonus to your Armor Class, and will perhaps cause the attack to miss.  If the strike does still hit you, you may subtract a roll of your unarmed strike damage from the damage caused by the attack.

Call the Wind

Beginning at 3rd level, you gain the knowledge to use the winds to your advantage.

Once per short rest (as an action), you can call upon the elemental power of the winds with the movements of your hands, which will last as long as you continue to use your actions to maintain the wind or until you become incapacitated.  When you reach 6th level as a monk, you can accomplish this twice per short rest.  The wind will accomplish any (or all) of the following:

  • The wind will deafen all creatures besides yourself within 60 feet of you.
  • The wind will extinguish unprotected flames within 60 feet of you.
  • The wind will push away any vapors, gas or fog that can be dispersed by a strong wind.
  • Attack rolls of ranged weapons have disadvantage if the attack passes within 60 feet of you.

Wind Child

Beginning at 6th level, you gain a mastery of the air around you to protect yourself and to walk across the sky.

Wind Sheer.  As an action, you can expend 2 Focus Points to use your free movements to cause a blast of wind to burst before you through an intricate series of movements of your hands and arms.  Every creature in a 60 foot cone before you must make a Dexterity Saving Throw (DC = your Wisdom Ability Score) or suffer bludgeoning damage equal to three rolls of your Martial Arts die, and they are knocked prone.  A successful save cuts the damage in half and they are not knocked prone.

Walk the Wind.  Once per short rest, you may walk on the currents of air around you.  For two rounds while you concentrate, or until you attack or take damage,  you gain a fly speed equal to your walking speed.  If you are still aloft when the two rounds comes to an end, you will slowly descend to the ground over the course of another round (using your movement speed).

Wind Walker

Beginning at 11th level, your knowledge of the air around you has progressed until you gain the knowledge to become one with it.

Your movements makes you invisible, as if you have become air itself, as long as you continue to move.  You have advantage on any stealth rolls made in this form.  As long as you are not attacking someone or until you take damage, you can use your movements to walk the air currents.  You gain a Fly Speed equal to your walking speed, until you attack or take damage.  If you do attack or take damage, you will slowly descend to the ground.  You must stand on the ground to regain your composure for one minute before you can obtain this form again.

You are resistant to any physical attack, while in this form.

Tempest

Starting at 17th level, you gain the knowledge of becoming the heart of a whirlwind with your ki.

You use an action to create a whirlwind in a 10-foot-radius around you, reaching 30 feet high.  As long as you concentrate, you can use your action to sustain the tornado of air.   While this whirlwind is active,  you gain the following:

  • Any ranged weapon attack against you is made at disadvantage.  In addition to this, you gain a +4 to your AC.
  • Anyone entering the swirl of driving winds must make a strength saving throw (DC is equal to your Wisdom ability score).  Failing the strength check, if a creature is two sizes larger than you or smaller, they are thrown 4d10+15 feet and will suffer 1 point of damage for each foot they flew.  On a successful save, the creature is knocked prone and suffers half the rolled damage.  If the affected creature is flying in any way, they make the saving throw at disadvantage.  They will be thrown the distance rolled either way but will only take half damage or no damage on a successful saving throw.

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