Monk
Base Class: Monk

Legends tell of a large earthmote that wanders the world, severed from the ground in ancient times by the queen of a race called the wingles. Their kind was shocked and divided by an act of dark magic, and so some of them took to the sky to keep the strife from escalating. Though the early age of their separation was full of hardships, eventually they were able to flourish and keep permanent residence on the earthmote, which came to be called the Cloudland.

Due to its travels, the Cloudland and its residents- at first the wingles but now other races- encounters a wide variety of cultures and creatures, especially flying ones. The need to deal with avian intrusions mixed with the martial practices of some of the newcomers to the earthmote, which gave rise to the earliest forms of the tradition. The first monks of the way honed their craft in the most barren and inhospitable corner of the Cloudland, refining their style with relentless hands-on experience defending the isle from flying threats and pests.

The inner tradition of the way was rooted in the growing diversity of cultures on the Cloudland. It focused on maintaining detachment and clarity of vision, staying relaxed and unmoved by surrounding turbulence. The frequent visitors also meant new trainees, so one on one sparring and duo forms of the art expanded and found more prominence. During this age the reputation of the tradition began to spread beyond the Cloudland and the regions it traveled, its monks becoming known for their calm and candor, and for being able to slip into breathtaking displays of agility and raw speed at a moment's notice. This was also the time that Way of the Cloudfoot monasteries began to form on the surface below. You or your master may have come from such a monastery, or perhaps you even trained on the Cloudland itself- but in any case, your training has given you a sense of adventure, to travel and to see where your journey takes you.

Air Superiority

Starting when you choose this tradition at 3rd level, your training in body control and explosive movement have been refined enough to be subconsciously empowered by your ki. You are able maneuver around others and leap into action with incredible agility, and your sense of motion helps you to stays close and keep a strong grip on your opponents. You are always considered to have a running start when jumping, and you have advantage on Athletics checks made to Grapple a target. When taking the Dash or Disengage actions or are falling, you can move through the spaces of other creatures.

Slipstream

At 6th level, the advanced theory and techniques of the tradition have unlocked how to take advantage of your opponent's motions and the turbulence caused by them. Like a flock of birds flying in formation, your speed is increased by the nearby movements of others. Opportunity attacks against you are made with disadvantage, and when an opportunity attack against you misses, your speed increases by WIS mod. feet until the end of your next turn.

Whirlwind Flurry

Beginning at 11th level, you have reached heights of speed few can hope to match, able to strike all around you like a cyclone. When you use your action to attack, you can make a melee Martial Arts attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Wrath of Air

At 17th level, you have mastered your connection to the air around you, and you can use your ki to channel it into devastating strikes- your furious flurries echo like thunder over the battlefield. When you land a Flurry of Blows attack, each target you've hit with a Martial Arts attack this turn takes Wisdom modifier Thunder damage and is Deafened for one round. In addition, if you are falling and have a target Grappled, it cannot attempt to escape your grapple.

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