Monk
Base Class: Monk

Any monk can learn the Way of the Wings, if they like birds enough. Basically allows you to charm and train birds, and use them in battle. Also gives you some sweet wings occasionally that are really good for aerial fistfights. 

Winged Companion

Starting at 3rd level, while out of combat, you can summon a winged companion up to 3 times per short rest. At 6th level, you can have 2 at a time, and at 11th level you can have 3. They can take the shape of a Bat, an Eagle, a Hawk, an Imp, an Owl, a Parrot, a Raven, or a Vulture. They have 1d6 hit points, increasing to 2d6 at level 11, and 3d6 at level 17. Their AC is equal to 10 + proficiency bonus, and they have a base flying speed of 40ft. You can choose their size to be Tiny or Small. They obey your commands as best they can, and like any creature it can spend Hit Dice during a short rest to regain lost hit points. Its actions take place directly after yours.

Command. Twice per turn, you can shout a command to one of your companions within 50ft feet of you to do an action (no action cost). The actions possible are listed below.

Scout (1 Ki until level 11). You command it to fly ahead up to 200ft ahead of you. When it reaches its destination, it returns and shares all information it saw through telepathic visions.

Scratch. You command it to Scratch an enemy you can see within 50 feet. It's bonus to hit is equal to your wisdom modifier, and it deals 1d4 dmg + your strength or dexterity modifier. At 7th level damage is 2d4, at 11th level damage is 3d4, and at 15th level damage is 4d4.

Distract. You command it to wildly flap its wings in the face of an enemy you can see within 35ft feet, giving it disadvantage on its next turn. It only effects creatures that are Medium in size or smaller.

Message. You command it to fly up to 5 miles to deliver a paper or small item to somebody. Upon arrival, it drops the message and flies back. Can't carry more than half a pound, and it takes about a full 12 hours for it to come back.

Perch (5th level required). You command it to perch in an unoccupied space you can see within 100ft, or on any willing creature's body. While perching, you have advantage on attacking any enemies it can see once per turn.

Diving Strike (7th level required). There must be at least 50 ft of space above you before you use this. You command it to fly up to 50ft into the sky, and then when it arrives, on its next turn it dives down on any creature you choose before the action starts. They must succeed on an 8 + your proficiency bonus + your wisdom modifier dexterity saving throw or take 1d4 damage for every 20 feet it fell. If the chosen creature dies before it can dive, it comes back to you.

Smoke Explosion (11th level required, 1 Ki). When your companion dies, you can command it to explode into a 5ft sphere of thick black smoke around it, giving disadvantage to all creatures inside it. It lingers for 10 seconds. At 17th level, you can command it to explode even if it's not already dead, killing it immediately. It has the same effects if used while alive.

Flock Attack (17th level required, 2 Ki). You command every winged creature under your command within a 150 feet sphere around you to attack a creature of your choice. Damage is 1d4 per winged creature, and it's to hit bonus is equal to your wisdom + proficiency. 

Flying Form

Flying Form. Starting at 6th level, you can spend a bonus action to grow wings. They last for 5 minutes or until they are cut off. While you have wings, you gain a base flying speed of 40ft. You can do this once per short rest. While in the air creatures can't make opportunity attacks on you.

Adaptive Forms. Starting at 11th level, when growing wings, you can choose to take a unique form, either the Slick Form or the Talon Form. Slick Form. When you chose to take this form, you gain +20 feet base flying speed and have advantage on making dexterity saving throws until the form ends. Talon Form. When you chose to take this form, you gain +1d4 slashing damage when you use unarmed strike, and the first unarmed strike used in the air per turn deals +2d4 slashing damage instead of 1d4.

Perfected Wings. Starting at 17th level, if you start your turn in the air, gain +10 feet base flying speed on that turn. Also, wing duration is increased to 10 minutes.

Bird Charmer

Starting at 11th level, you can spend an action or bonus action to charm a winged creature with a size of Medium or lower. They must have an intelligence score of 6 or lower, and the charm lasts for 2 hours or until they break out. You can’t have more than 5 creatures charmed at once with this ability. They will follow any commands you give them as best as possible. If you are knocked out, dead, or 200ft away, they break out of the charm. Additionally, you can speak to any creature with wings and a size of medium or lower and understand what they say. Anything you say to them is translated into a language they understand, and the Scout command no longer costs Ki.

Lord of the Flock

Starting at 17th level, you learn how to use Winged Strike and True Body.

Winged Strike. While winged, at the cost of 1 Ki, fly up to 50ft towards an enemy that is currently at least 20 feet away. If you would come within 1 foot of them, kick them, dealing 3d6 damage. Then, if they are flying, they are knocked Prone for 1 turn. This takes 1 action.

True Body. At the cost of 3 Ki, you transform a creature no larger than medium in size with 20 hit points or less into a flying creature no larger than Small in size. if the target is unwilling, they must succeed a Wisdom saving throw of 18. They stay in that form for 2 hours or until they fall to 0 hp. The target's game statistics, including ability scores, are replaced by the statistics of the chosen creature. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form and it's knocked unconscious. The creature is limited in the Actions it can perform by the nature of its new form, and it can't speak, cast Spells, or take any other action that requires hands or speech. The target's gear melds into the new form, and the creature can't activate, use, wield, or otherwise benefit from any of its Equipment. During the duration of its transformation, it must follow your commands as best as possible, unless it means hurting itself.

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