Base Class: Monk
Harness the power of the wind and channel it into your blows
Wind's Fist
Being able to strike the air with your fists allows you to deal damage at range. Unarmed strikes, Natural weapons, and flurry of blows all gain range of 15 feet. Ranged attacks made from this class feature deal the same damage as the attack that was used. If you punch with unarmed strikes, you deal bludgeoning damage. If you deal slashing damage with a natural weapon, the range attack deals slashing damage.
You also learn the gust as a cantrip.
Carried by Wind
For your bonus action you can spend 2 ki points to activate to Carried by Wind for 10 minutes. You gain a hovering speed equal to your walking speed and grants immunity to the prone condition. You cannot be moved down against your will. In addition, ki empowered strikes makes the damage from Wind's Fist do magical damage for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You additionally learn the gust of wind costing 1 kit point to cast.
Mark of the Wind
If you use the attack action, you spend 2 ki points to replace an attack to shoot out a bolt of wind from your fists(120ft) dealing magical bludgeoning damage and marking one enemy as the target. You cannot have more than one enemy marked by the wind. You can additionally replace an attack on any turn within 1 minute to fly/dash to the marked enemy if they are in range(120ft) with nothing blocking movement. The fly/dash counts as an unarmed strike, but the wind mark does not. Passing by enemies does not provoke an opportunity of attack.
Passing enemies with the fly/dash does not provoke an opportunity of attack. You go in a straight line towards the marked enemy. You must have a line of sight with the marked enemy to be able to fly/dash to them. You, however, can travel past enemies and objects of large size and smaller. If you try to fly towards an enemy and there is an object in the way or a larger enemy in the way, you hit the object/enemy dealing damage to that instead.
You can additionally cast Control Winds costing 2 ki points
Cyclone
Costing 5 Ki points, stir up a 10-foot spherical whirlwind around yourself for 1 minute. EVERYBODY inside the cyclone range must make a Strength saving throw(except for you) at the start of their turn, when they enter the cyclone or if they are in it when you activate it. On a failed save, the target is knocked prone or thrown out of the cyclone depending on what you choose. Prone individuals are immune to cyclones' prone/knockback effect and do not need to make saving throws. On a succeded save, nothing happens. Any ranged projectiles(other than yours), magical or not, that pass through the cyclone automatically fails/misses. Objects are also affected by this cyclone and react as if they were caught in high winds i.e being tossed around. The cyclone also puts out fires and disperses gas or vapors.
If you send a magical projectile of any kind into the cyclone, the projectile will be dispelled and dissipate. The magical dissipation also affects AOE spells. If a cone partially goes through the cyclone, the part that overlaps with it is dispelled. Not every spell would be dispelled and dissipate in the cyclone. If it doesn't make sense that a spell gets affected by the cyclone. One example of this is Destructive Wave. It travels through the ground and wouldn't make sense to be affected by wind. Generally, anything that does thunder damage doesn't get affected. However, something like burning hands would be blocked by the winds.
A prone enemy that crawls into the range of the cyclone doesn't have to make a strength saving throw but still cannot use ranged attacks.
You additionally learn the Investiture of Wind spell costing 3 ki points to use.
Previous Versions
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