Base Class: Monk
The Life Wind is a powerful source of magic, and is responsible for the existence of life. As a monk, you have dedicated your entire life to studying the Life Wind and harnessing its powers, giving you abilities others could only dream of.
Weapon Wind
Starting when you choose your monastic tradition at 3rd level, you can make a ritual to imbue items with the Life Wind. The ritual takes 1 hour and consumes half your maximum ki points. Once the ritual is finished, the item gains a faint glow and becomes a monk weapon to you, its damage is changed to 1d8 force, and increases at levels 8 (2d8), 14 (3d8), 17 (4d8) and 20 (5d8). In addition, you can use a gemstone in the ritual, or make a secondary ritual afterwards with an already imbued weaspon, to cause the item to deal elemental damage. The gemstone must cost at least 250 GP and be of a particular color: black for acid damage, blue for lightning damage, green for poison damage, red for fire damage and white for cold damage. The elemental damage is 1d6, and increases at levels 8 (2d6), 14 (3d6), 17 (4d6) and 20 (5d6).
The weapons created with this feature count as monk weapons for you, and you use dexterity as your modifier, you are also proficient with them. If a creature other than you attempts to wield one of the imbued weapons, the item counts as if it had never been imbued until you claim it back. You can have as many of these as half your monk level, rounded down.
Life Wind Technique
Starting when you choose this tradition at 3rd level, you can manipulate the Life Wind, spending 1 ki point to gain an extra action on your turn, this action can be used to do one of the following:
- Use the dash action.
- Use the disengage action.
- Cast telekinesis at its lowest level (5th).
You can also use your reaction to spend a ki point and cast telekinesis at 5th level.
Once you cast telekinesis using this feature, you can't do it again until you finish a short or long rest.
Fighting Style
At 6th level, you gain training in one of two fighting styles of imbued weapons:
- Protective Fighter: When wielding a single imbued weapon with both hands, you gain a bonus to AC equal to your Wisdom modifier. In addition to this, once per short or long rest you can use your reaction to add your Dexterity modifier to AC as well. You can also use your reaction to add your Wisdom and Dexterity modifier to the AC of another creature within 5 feet of you to protect them.
- Dual Fighter: When wielding one imbued weapon on each hand, you gain a bonus to attack equal to your Wisdom modifier, you can also add your attack modifier to both weapons. In addition to this, whenever a creature comes within 5 feet of you, you can use your reaction to attack it with one of the weapons with advantage.
Dual Fighter
When wielding one imbued weapon on each hand, you gain a bonus to attack equal to your Wisdom modifier, you can also add your attack modifier to both weapons. In addition to this, whenever a creature comes within 5 feet of you, you can use your reaction to attack it with one of the weapons with advantage.
Protective Fighter
When wielding a single imbued weapon with both hands, you gain a bonus to AC equal to your Wisdom modifier. In addition to this, once per short or long rest you can use your reaction to add your Dexterity modifier to AC as well. You can also use your reaction to add your Wisdom and Dexterity modifier to the AC of another creature within 5 feet of you to protect them.
Return To Sender
Starting at level 11, whenever you use your Deflect Missiles feature, you can add your wisdom and dexterity scores, instead of only the dexterity modifier. In addition to this, if you are wielding an imbued weapon you can add an attack to the feature. When you reduce the damage to 0 with an attack you can return the attack to the attacker with double strength.
Force Of Wind
At level 17, you gain the ability to cast the Telekinesis spell at will, once per round. You can also throw your Imbued Weapons up to 30 feet, and can recall it at will, making a straight path towards you. If there are any creatures in between you and the weapon it takes damage equal to the damage dealt by the weapon, and if its HP is lowered to 0 it is cut in half by the weapon.
Previous Versions
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