Monk
Base Class: Monk

A shirtless drow punches a scraggly wolf, air compressing around his fist.

A minotaur sends a quick punch into the air, where a compressed missile of air is sent to topple an archer from his perch.

A dwarf leaps off the ledge as ogres close in around her, and flys across a chasm.

A member of the Flying Fist feels truly connected to the freedom that the wind provides. Using their movements to generate energy, these monks extend their Ki from their body and manipulate the air around them, creating and manipulating air currents.

Gift of the Winds

When you choose this tradition at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, you cannot climb on wet or slippery surfaces.

Airborne Technique

At 3rd level, you can manipulate the air around you when you strike an opponent. Once per turn, you can deal extra damage to your target equal to your martial arts die. 

Additionally, whenever you make an Unarmed Strike you can decide to generate a blast of compressed air instead as a ranged attack. These blasts have a range of 30 feet, are considered magical for overcoming resistance and immunity, and deal bludgeoning damage equal to your Martial Arts Damage. If you hit with a blast of air, you may expend 1 Ki to force the target to make a Strength saving throw or be pushed 10 feet away and knocked prone.

Unrelenting Air

As an action, you can expend 2 ki points to force everyone in a 10-foot circle around you to make a Strength saving throw or be pushed 20 feet away in a straight line and be knocked prone. 

Hold Aloft

When you reach 11th level you have learned how to gift yourself and others the gifts of the winds. By spending 2 Ki points you may cast the Fly spell, without the need for concentration. Spending additional Ki points (to a maximum of 3) allows you to target one person per Ki point spent. Once this trait is used you cannot use it again until a short or long rest.

Born of the Air

At 17th level, you have learned how to manipulate the air currents around you with great power. As an action,  you may spend 3 ki points to cause gale-force winds to spring to life within 120 feet of you. All creatures of your choice within range must make a Dexterity saving throw or be knocked prone and take 3d8 bludgeoning damage. The winds last for 1 minute as if you were concentrating on a spell, and all creatures must repeat the saving throw at the start of their turns. All unprotected flames in the vicinity are extinguished.

You can increase the wind’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 3d8.

Previous Versions

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