Base Class: Monk
Monks who take up this tradition train to master their link with the element of Air. They learn a variety of techniques to use the wind to their advantage. Whether it be to extend their weapon attacks or surround themselves for greater protection, the monk uses his Ki to manipulate the wind into an extension of himself and his weapon.
Wind Slash
Starting when you choose this tradition at 3rd level, you can manipulate the element of air through your ki to enhance your weapon's strikes. Your use of ki to harness the element of Air grants you the following benefits:
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You gain proficiency with longswords, this is considered a monk weapon for you.
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Any melee attacks made by your weapons gain an additional 5ft of reach.
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You may use 2 ki points to invoke your link with the element of Air and empower your body with rushing Ki. For your current turn, any attacks you make cause your weapon to reach twice the distance and will ignore any physical resistances of your target. This extra distance is tripled at level 6, quadrupled next at level 11 and will also now ignore magical resistances, and finally quintupled at level 16.
Gathering Storm
At 6th level, you gain the ability to protect yourself with the air around you.
-With your connection to the element of Air growing, as with your control over Ki, the wind around you reacts to help protect you. When wielding your bonded 'Katana' you gain + 2 bonus to your AC. In addition, at level 11, the blade of your bonded Katana is covered by a concentrated wind-based ki layer, giving it a +3 bonus to each damage roll caused by the weapon and will permanently ignore all resistances.
Tempest Techniques
Beginning at 11th level, your mastery of the element of Air grows stronger and more versatile. You can now hold your breath for up to 4 times your monk level. Through rigorous training and meditation, you can use your Ki to devastate your enemies. You have developed the following 3 techniques;
- You may spend 1 ki to take a -5 penalty to hit, to gain +15 bonus to damage roll.
- You may spend 2 ki to send any Large or smaller creature within a 10ft radius of yourself 20ft into the air and take 4d10 . Creatures must make a a Dex save, on a success they take half damage and land on their feet. On a failure, they take full fall damage and land prone. Creatures who have the ability to fly have advantage on the saving throw.
- You may spend 3 ki to unleash a wide arcing slash of wind originating from you. You create a wind wall that advances 10ft at the end of each of your turns.
You can use 2 of these techniques per long rest.Using the third option before a long rest imposes one level of exhaustion.
Cyclone Slice
At level 17, you have also developed your deadliest skill with your highly attuned body;
-Spend 4 ki points to cause your next attack to be infused with a powerful gust of wind that projects 60 ft. A sharp blue tornado springs from your blader to a target that you can see within range. The target can be a creature, an object, or a Creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6+40 force damage. If this damage reduces the target to 0 Hit Points, it is disintegrated.
Well spotted! that was exactly what this was supposed to be:) Hope you enjoy it and let me know how it runs if you decide to play it :)
basically this is all yasuo's abilities in dnd 5e, nice.
For anyone trying out this sub-class, let me know how it runs in your game. Any changes you think would be necessary for balance, etc. Thanks!