Base Class: Monk
The way of the storm celebrates the element of wind. Mimicking its unpredictability and freedom, the disciples of the Way of the Storm are just as elusive and hard to see. Capable of creating jets of wind that allow them to move faster than other monks, and even being able to fly, the disciples of the Storm are masters of moving around the battlefield and controlling a situation.
Despite the imposing name invoking thoughts of thunder and lightning crashing from the skies, the Way of the Storm is a path of calm and tranquility. It is precisely because of their potential that the monks of the Way of the Storm consistently preach patience, fairness, and peace. Many of them consider the doctrine that all life is sacred, and refuse to eat meat.
Stance of the Gale
When you follow the Way of the Storm at level 3, you gain the ability to center yourself and focus your energies. As an action, you may enter into the Stance of the Gale. Within this stance, you gain the following abilities:
- You may add your proficiency bonus to your AC.
- You are resistant to lightning damage.
- You may use your action to force a creature adjacent to you to make a Strength saving throw, or be moved 10 feet away from you.
- The movement speed gained from your unarmored movement is doubled.
This stance lasts until you harm another creature. The moment you deal damage or you create an effect that causes damage to a creature, this stance ends.
In addition to this, your strikes are filled with the force of the wind. Whenever you use the attack action, you may choose to force the creature to make a Strength saving throw or be pushed back 5 feet on a failed save. You benefit from this ability regardless of being under the effects of Stance of the Gale.
Call of the Wind
At 6th level, you gain the ability to extend your KI to create incredible feats of air and wind. You gain the ability to cast spells in the same fashion as the Way of the Four Elements from the Player's Handbook (p. 81). You gain access to the following Elemental Disciplines:
Buffeting Desert. You can spend 3 ki points to cast dust devil.
Fist of Four Thunders. You can spend 2 ki points to cast thunderwave
Fist of the Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action you can spend 2 ki points to choose a creature within 30 feet of you. That creature must succeed on a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push or knock it prone.
Gong of the Summit. You can spend 3 ki points to cast shatter.
Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
Storm's Movement (11th Level Required). You can spend 4 ki points to cast thunder step.
Wings of the Roc (17th Level Required). You can spend 5 ki points to cast storm sphere.
Warding Tempest
At 11th level, all ranged attacks against you have disadvantage.
In addition, you may use your deflect missiles ability against spells and attacks that deal lightning or thunder damage. The same rules apply, including those with regard to redirection of the attack if you negate the damage entirely.
Calm Before the Storm
At 17th level, you have perfected the art of maintaining your stance of the gale. While within this stance, you are immune to lightning damage.
In addition, whenever a creature hits you with an attack, you may attack that creature without losing your stance of the gale until the beginning of that creature's next turn.







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