Monk
Base Class: Monk

Monks of the Way of the Windrunner have learned to use their Ki to manipulate the very winds themselves. They learn to speak with the natural spirt that inhabits the wind. They can use these abilities to alter the effects of gravity on themselves and others. It is rumored that some masters of this tradition have even become untethered from gravity entirely. 

Windblessed

Starting when you choose this tradition at 3rd level, you gain the ability to subtly control the wind around you. You can create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Additionally, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn.

Additionally, you learn to listen to the spirit of the wind: it whispers to you and can give you hits about coming weather and storms. At the DMs discretion it can also give you hints about other possible dangers or locations of interest. 

Fall with the Wind

Starting when you choose this tradition at 3rd level, you can manipulate the wind in a way to effect your own personal gravity. When you use your Step of the Wind feature, you can choose a flat surface within 100 feet that you can see. (This could be a wall, celling or another surface that is large enough to stand on.) The wind will start to pull you as your point of gravity shifts; you fall in a straight line towards that surface. If falling in this way would make you pass through the same space as a creature that creature must make a Dexterity saving throw or take damage equal to your martial arts die and be knocked prone. 

For 1 minuet this surface is the 'floor' for you and you can move along it as if it were such. You can choose to end this effect at any time during your turn. 

At 6th level, when you use this feature you can target additional willing creatures equal to your PB within 60 feet that you can see. They fall in the same direction as you and can move across the surface as if it were the ground for as long as you can. When you target additional creatures with this feature you must spend 1 Ki point for each creature you target. 

Forced Fall

At 6th level, you gain the ability to control the winds around others. When you hit a creature with an unarmed strike or monk weapon you can spend 1 Ki point to force that creature to make a Strength saving throw, on a failure the target becomes reoriented in a direction of your choosing and falls towards a surface within 60 feet. If the creature hits the surface, it takes additional fall damage equal to your martial arts die. The creature can use an action on its turn to make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

When a creature takes damage due to this feature, you can spend 1 Ki point to bind them to the surface they fell towards. The creature must succeed on a Strength saving throw or be restrained by the wind for 1 minuet. At the end of each of the creatures turns, it can make another Strength saving throw. On a success, the effect ends. You can only have 1 creature bound in this way. 

When you reach 11th level, you can choose to send a creature strait up with this ability even when their is no surface to tie them to. When you do you can only send them 30 feet up and can not restrain them. 

One with the Wind

Beginning at 11th level, you gain a flying speed equal to the extra movement granted by your Unarmored Movement feature whenever you are not underground or indoors. Additionally you don't provoke opportunity attacks when you fly out of a creature's reach.

As an action, you can touch a number of willing creatures equal to your PB and temporarily give them the same fly speed for 10 minuets. You must finish a long rest before you can use this feature again. 

Master of the Sky

At 17th level, the sky has become your domain: no one can match you while you bask in its glory. As a bonus action you can temporarily increase the fly speed granted by your One with the Wind Feature so that it equals your total movement until the end of your turn. Additionally while flying in this way you have advatage on attack rolls made with your unarmed strikes and melee monk weapons. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.

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