Base Class: Monk
The Way of Air students will train their mind to listen to and control the air around them. Many masters will spend year in isolation on mountaintops or in large open planes to better understand the flow of the air around them. When focusing their ki, they are able to turn the very air around them into a tool.
Palm of Wind
Starting when you choose this tradition at 3rd level, you can surround yourself with sweeping winds that help you in a fight. As a bonus action, you can spend 2 ki points to surround yourself with gusts of wind for 1 minute. If you hit a creature that is medium or smaller while you are surrounded by these winds, you can infuse the wind into your punch. The creature must then pass a Strength saving throw or be knocked back 10ft. and fall prone. You may only use this feature once per turn.
You get a + to your AC equal to your proficiency bonus when opportunity attacks are made against you while this ability is active. If you move on your turn, the next attack made against you will have disadvantage.
Controller of Winds
At 3rd level, you gain greater control of the winds around you. You can spend 2 ki points to cast Gust of Wind without material components. You also gain access to the cantrip Gust.
Speedy Reaction
At 6th level, you can use blasts of air to get away from enemies. When a creature makes an attack against you, as a reaction, you can spend 1 ki point to blast a gust of wind, pushing yourself in a line up to 15ft. in any direction. This movement does not invoke opportunity attacks.
Your Palm of Wind can now affect large creatures.
Master of the Wind
At 11th level, you gain the ability to change the winds themselves. As an action, you can now spend 4 ki points to cast the spell Control Winds, without providing material components.
You also gain a fly speed equal to your walking speed that lasts until the end of your turn. Once your turn is over you will fall back to the ground.
Tornado Control
At 17th level, you can summon a tornado around yourself. When you use your Palm of Wind ability, you can spend an additional 2 ki points to empower it, surrounding yourself with a tornado. The tornado surrounds and follows you and is 60ft. high.
Anywhere within 15ft. of the tornado is considered difficult terrain for anyone other than yourself. Any creature that is Large or smaller that moves within 5 feet of you for the first time or starts their turn within 5 feet of the tornado must make a Strength saving throw or be knocked prone. If the creature is already prone, it is sent flying 30ft. in a random direction and take 1d6 bludgeoning damage for every 10ft. they are flung. Any ranged spell or weapon attacks are made with disadvantage.
You retain the benefits of Palm of Wind and your wind punch can now affect huge creatures.
Previous Versions
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