Base Class: Monk
The Way of the Windwalker is a specific path followed by some members of the Havenfall monestary. Practitioners utilise their innate connection to elemental wind magic in combat to strike, maneuver around and evade attacks. Their foremost focus is protecting others as well as themselves, but masters of the technique are said to also use it offensively with lethal prowess.
Control Element
When you choose this tradition at 3rd level, you learn elemental spells that harness the magical power of the wind. You can cast spells by spending ki points equal to the spell's level + 1.
Casting Elemental Spells
See the Spellcasting section for the general rules of spellcasting. To cast one of the elemental spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Elemental Wind Spells
The elemental spells are presented in order of level. You learn spells at specific levels.
At level 3, you can cast Gust (no ki points), Catapult (2 ki points), Levitate (3 ki points) or Gust of Wind (3 ki points) as an action.
At levels 6, 11, 13 and 17 respectively, you gain the following spells: Wind Wall (4 ki points), Control Winds (6 ki points), Investiture of Wind (7 ki points) and Reverse Gravity (8 ki points). You can cast any of them as an action.
Stance Break
Starting at level 6, you can use a reaction when a creature within 30 feet of you is targeted by an attack to try to make it miss. You spend 1 ki point to shift the footing of the attacker, giving the triggering attack roll a -1d6 penalty, potentially changing the outcome. This dice changes with your Martial Arts die.
Eye of the Storm
Beginning at 11th level, you can use an action to enter a special state of meditation that surrounds you with a whirlwind. A 10-foot radius immobile cylinder-shaped hurricane appears arround you, remaining for 1 minute or until you lose concentration (as if you were concentrating on a spell). The effect also ends if you cast a spell.
Nine creatures of Medium size or smaller can fit inside the dome with you. A creature trying to pass into of out of the eye of the storm must attempt a Strength saving throw, taking 2d8 bludgeoning damage and being knocked prone if they fail. The DC equals 8 + your Wisdom Modifier + your Proficiency Bonus. On a success, a creature can pass through the storm without taking damage. No attacks can pass through the wall of wind.
You can use this feature a number of times equal to your proficiency bonus between long rests.
Supersonic Strikes
At 17th level, you gain the ability to enhance your attacks with the swiftness of the wind, making them impossible speed. As part of an attack action, you can spend 5 ki points to empower your strikes made with a monk weapon for the rest of your turn, giving them +3 to hit and increasing their damage by 3 of your Martial Arts Dice.