Monk
Base Class: Monk

A path followed by monks whose souls have mingled with primal wind magic, in one form or another. This could be an elemental, a cloud giant, an elder drake, a god or goddess, or even the Living Wind itself. 

Ordination of the Ether

When you choose this archetype at 3rd level, the elemental powers infused in your essence bless you with unnatural agility. You gain the following benefits.

  • You learn the gust cantrip.
  • Step of the Wind no longer requires a ki point to activate. 
  • Whenever you roll for initiative, you may choose to call upon the elemental spirit residing within you (no action required). Doing so increases the range of your unarmed strikes by 5 feet.

Misty Palanquin

As an action at 6th level, you can choose to spend any number of ki points. For each, choose a willing creature of medium or smaller stature within 30 feet of you. A cloud with the dimensions seven feet by seven feet materializes beneath them, bearing their weight, and hovering to an altitude of their choice within 3000 feet of the ground, at a speed of 30 ft/round. Such a cloud is a sentient creature with an AC of 10 + your wisdom modifier, as well as hit points equal to 5 x your constitution modifier; it has immunity to thunder, lightning, acid, poison and psychic damage, and resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. The cloud persists for one hour, until dismissed, or until it drops to 0 hit points, at which time the rider is lowered safely to the ground.  If it drops to 0 hit points, the construct dissipates.  If the construct is within 20 feet of the ground the rider is lowered safely.  If the construct is more than 20 feet above the ground, PGB rules on falling apply. If it receives no mental command from its rider, the cloud will travel in the current direction of the wind at 10 ft/ round; if commanded to remain stationary in the air, it will do so. Any creature who completes a short rest atop a cloud gains temporary hit points equal to your level + your wisdom modifier.

Once you take this action, you may not do so again until you finish a long rest. 

Aspect of the Storm

As a bonus action at 11th level, you may spend two ki points to summon the full gale-force of the spirit infusing you. You gain access to the following features for one minute.

Whirlwind: when you take the attack action on your turn, you may one of your attacks for the following feature as you begin to spin rapidly and strike out at targets nearby. Each creature within 10 feet of you must make a dexterity saving throw against your Ki Save DC. On a failed save, they take bludgeoning, thunder or lightning damage (your choice) equal to your Martial Arts Die + twice your dexterity modifier, and are pushed back 5 feet if they are large or smaller. On a successful save, they take half as much damage and are not pushed. 

Hurricane: when you attempt a Flurry of Blows, each target must succeed on a strength saving throw against your Ki Save DC, or drop whatever they are holding/ fall prone if they are medium or smaller (your choice). 

Once you activate this effect, you cannot do so again until you finish a long rest. 

One with the Howling Vortex

At 17th level, your affinity with the wind grows so profound that you gain the following benefits while Aspect of the Storm is active.

  • You cannot drop unconscious (but must make death saving throws if you drop below 1 hp).
  • You gain a flying speed of 60 feet.
  • Any space within 20 feet of you is difficult terrain, as high-speed gusts violently buffet the area.
  • Your voice shatters the air like thunder, and can be heard up to 300 feet away. 

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