Monk
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 reflect the wind that rolls across the landscape. A cloud walker is defined by their gentle demeanor and the roar of their primordial fury.

A cloud walker often remains content in the world, refusing to make any choices and instead going with the flow. Their humility and honourable nature makes them a free spirit giving them exceptional versatility in social interactions.

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 alone or with a small band of adventurers, choosing to go where the wind blows rather than settle down in a specific location.

Floating in the Wind

Beginning when you choose this monastic tradition at 3rd level, you learn to subtly alter the air around yourself. You gain the following benefits:

  • Your long jump and high jump distance is doubled, and you are not affected by nonmagical difficult terrain.
  • While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any clothing 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.

Gale Force Strike

Also at 3rd level, you can manipulate the air around your attacks and strike with devastating power. When you make a melee attack with a monk weapon or an unarmed strike on your turn, your reach for it is 5 feet greater than normal. In addition, once per turn when you successfully hit a creature with either of these attacks, you can push the creature 5 feet away from you or pull them 5 feet towards you.

Purity of Breath

When you reach 6th level, you can hold your breath for a number of 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 addition, you have advantage on saving throws against toxic fumes, smoke, or other harmful substances that you breathe in.

Zephyr Blast

Once you reach 11th level, you learn how to channel currents of air. As an action, you can spend 1 ki point to cast 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.
  • If a creature is pushed against a wall or solid object by this spell, they take bludgeoning damage equal to your martial arts die.

One With The Clouds

Beginning at 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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