Base Class: Monk
Just as the wind flows wherever it can, Monks that follow the Way of the Wind allow life to take them down any road. Way of the Wind monks seek to detach themselves from worldly problems and concerns; finding that peace and freedom are the key to solving the difficulties in life.
Way of the Wind monks espouse a philosophy of conflict avoidance and respect for all forms of life; never seeking a fight. Due to their passive nature, those who follow the Way of the Wind prefer evasive maneuvers as opposed to direct conformation in combat. Despite their peaceful ways, it is unwise to provoke a Monk that follows the Way of the Wind; a gentle breeze can easily flow into a devastating tempest.
Initiate of Air
Starting when you choose this tradition at 3rd level, you learn to guide the air around you as if it were an extension of your own form. You learn the gust and message cantrips.
Additionally, you learn Fist of the South Wind. Your unarmed attacks can unleash concussive gusts of wind, increasing their range by up to 10 feet. If such an attack hits, you can spend 1 ki point to force the target to make a Strength saving throw or be pushed back 10 feet and knocked prone.
Natural Current
At 3rd level, your training has taught you to use the air as a guide as you move through the world. You learn the following techniques:
Prevailing Winds. The wind flows in unison with your movements. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.
Northern Gale Strike. You send out a blast of air with a thrust of your open palm. You can spend 2 ki points to cast gust of wind.
Affinity of Air
At 6th, level you have become as dynamic and adaptable as the winds you employ. You learn the following techniques:
A Leaf in the Wind. You summon a powerful breeze that rises up to catch you as you fall. If you are conscious and not incapacitated, you negate falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.
Will of the Tempest. You dance through the air as a mighty wind begins swirling around you. You can spend 2 ki points to cast warding wind as a concentration spell.
Zephyr Unleashed
At 11th level, the winds have become an extension of your body. You learn the follow techniques:
Dividing Crosswind. A powerful wall of wind rises from the ground, blowing apart everything in it's wake. You can spend 3 ki points to cast wind wall.
Confining Squall. You conjure a concentrated sphere of air that engulfs and imprisons nearby creatures. You can spend 4 ki to cast a whirlwind version of Watery Sphere.
Eye of the Hurricane
At 17th level, you gain the ability to decide if your unarmed attacks using Fist of the South Wind deal bludgeoning, piercing, or slashing damage each time you attack.
Additionally, you can become the embodiment of a storm. At the cost of 5 ki you may cast either Investiture of Wind or Whirlwind. Once you use this feature you must complete a long rest before using it again.
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