Monk
Base Class: Monk
Through rituals and training you have learned to bend air to your will. Air is the element of freedom. Those who follow this path detach themselves from worldly problems and concerns; finding peace and freedom is their way of solving their difficulties in life. The key to this is flexibility and finding and following the path of least resistance. This monk tradition is notable for being almost purely defensive with an emphasis on evasion.

Elemental Novice

Starting when you choose this tradition at 3rd level, you learn to bend the air around you to your will. You can use your Step of the Wind feature without spending Ki. As an action, you can seize the air and compel it to create one of the following effects at a point you can see within 60 ft:
  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

When you reach 6th level you can seize the air within 80 feet, at 11th level the range increases to 100 feet, and at 17th level the range increases to 120 feet.

Casting Elemental Spells
You have also learned the ability to cast certain spells. To cast one of these spells, you use its casting time and other rules, but you only need somatic components to cast them. For any spells with concentration, you must use a bonus action to continue using somatic components to help maintain concentration. You can use additional ki points to cast the spell as a higher-level spell. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is equal to half your monk level.
You can cast the following spells for 2 ki each: Feather Fall and Thunderwave.

Air Slash

You gain a new attack option you can use with the Attack action. This special attack can be a melee spell attack or a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage can be bludgeoning or slashing (chosen before the attack) and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
When your reach 6th level your range increases to 40 feet, at 11th level it increases to 50 feet, and at 17th level it increases to 60 feet.

Elemental Adept

Beginning at 6th level you can cast the following spells for 3 ki each: Dust Devil, Gust of Wind, and Warding Wind
You can now use your Elemental Novice feature to attempt to push one Large creature 5 feet away from you (Strength saving throw negates) or one medium or smaller creature 10 feet away from you.

Leaf on the Wind

Starting at 6th level, you learn to move with the wind. When you move or take the dash action you can fly up to a distance of your speed. If you do not land at the end of the move action  you fall. Also, when an attacker that you can see hits you with an attack, you can use your reaction to shift with the swiftness of the wind and halve the attack’s damage against you.

Elemental Expert

Beginning at 11th level, you can also cast the following spells for 4 ki each: Wind Wall
You can now use your Elemental Novice feature to attempt to push one medium or smaller creature 15 feet away from you (Strength saving throw negates).

Flight of the Zephyr

Starting at 11th level, you learn to become incredibly swift and agile. All attacks of opportunity against you are at disadvantage. When you move you no longer have to land at the end of your move, gaining a flying speed of 60 feet. 
When you are attacked and the attack misses, you can use your reaction to move up to half your speed away from your attacker. This movement does not provoke an attack of opportunity from the attacker.

Elemental Grand Master

Beginning at 17th level you can cast the following spells for 5 ki each: Freedom of Movement (self only) and Storm Sphere. Plus you can cast Control Winds for 6 ki.
You can now use your Elemental Novice feature to attempt to push one Large creature 10 feet away from you (Strength saving throw negates) or one medium or smaller creature 20 feet away from you.
At this level you also learn a secret technique. It likely goes against all that your teachers taught you. As an action, you can pull the air from a target that you can see within 30 feet suffocating them. This ability does not effect those who do not need to breathe. The target cannot breathe until the start of your next turn at which point if they have not suffocated yet you must use another action to continue this process. Once you have used this ability you cannot use it again until the end of your next long rest.

Speed of the Hurricane

When you use your movement you can spend 5 ki to double your speed until the beginning of your next turn.

Previous Versions

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