Base Class: Monk
Monks that train under the way of the cloud walker learn to make themselves lighter than air. Their movements, weapon attacks, unarmed strikes, and attitude to life the wind that rolls across the landscape. A cloud walker is defined by its gentle demeanor and the roar of the roar of the primordial fury. A cloud walker often remains content in the world, refusing to make any choices and instead of going with the flow. Their humility and honorable nature make them free spirit giving them exceptional versatility in social interaction. Sometimes the members of this tradition come from monasteries hidden in the highest peaks of the world, on the backs of sky whales, or in the floating cities of Siglos. Historically, cloud walkers work or with a small band of adventurers, choosing to go where the wind blows rather than settling down in a specific location. Floating in the wind
Beginning when you choose this monastic tradition at the 3rd level, you learn to subtly alter the air around yourself. you gain the following benefits:
- your long jump and high jump distance are doubled, and you are not affected by nonmagical difficult terrain
- while you are conscious of your body's weight, the weight of any weapon you are wielding, and the weight you are wearing is reduced by one-half. You may choose to ignore this feature at any time, quickly returning to your natural weight.
- As a bonus action, you create a harmless sensory effect within 15 feet using air such as causing leaves to rustle, or your clothing to ripple in a breeze
GaleForce strike
When you reach the 6th level, you can hold your breath for several minutes equal to 1 + your Constitution modifier + your Wisdom modifier (minimum of 30 seconds ). AS a bonus action you can expend a Ki point to hold your breath for 1 hour. This benefit ends if you become incapacitated. in the addition, you have an advantage in saving throws against toxic fumes, smoke, or other harmful substances that breathe in.
Zephyer Blast
once you reach the 11th level, you learn how to channel currents of air. As an action, you can spend 1 Ki point to cast the cantrip gust of wind. For you this spell has the following changes:
- You do not require material components to cast this spell.
- You use your Ki save DC instead of a spell save DC.
- The duration of the spell becomes one round.
- The duration of the spell becomes one round.
- If a creature is pushed against a wall or solid object by this spell, they take bludgeoning damage equal to your martial art die.
One with the Clouds
Beginning at the 17th level you can fade into the clouds temporarily. when you take the dash, dodge, or disengage actions on your turn, you gain a flying speed of 30 feet and have resistance to all damage except psychic until the beginning of your next turn.
Floating in the wind
Beginning when you choose this monastic tradition at the 3rd level, you learn to subtly alter the air around yourself. you gain the following benefits:
- your long jump and high jump distance are doubled, and you are not affected by nonmagical difficult terrain
- while you are conscious of your body's weight, the weight of any weapon you are wielding, and the weight you are wearing is reduced by one-half. You may choose to ignore this feature at any time, quickly returning to your natural weight.
- As a bonus action, you create a harmless sensory effect within 15 feet using air such as causing leaves to rustle, or your clothing to ripple in a breeze
GaleForce strike
When you reach the 6th level, you can hold your breath for several minutes equal to 1 + your Constitution modifier + your Wisdom modifier (minimum of 30 seconds ). AS a bonus action you can expend a Ki point to hold your breath for 1 hour. This benefit ends if you become incapacitated. in the addition, you have an advantage in saving throws against toxic fumes, smoke, or other harmful substances that breathe in.
Zephyer Blast
once you reach the 11th level, you learn how to channel currents of air. As an action, you can spend 1 Ki point to cast the cantrip gust of wind. For you this spell has the following changes:
- You do not require material components to cast this spell.
- You use your Ki save DC instead of a spell save DC.
- The duration of the spell becomes one round.
- The duration of the spell becomes one round.
- If a creature is pushed against a wall or solid object by this spell, they take bludgeoning damage equal to your martial art die.
One with the Clouds
Beginning at the 17th level you can fade into the clouds temporarily. when you take the dash, dodge, or disengage actions on your turn, you gain a flying speed of 30 feet and have resistance to all damage except psychic until the beginning of your next turn.







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