Monk
Base Class: Monk

Monks that follow the Way of the Wind find serenity in the perfect, precise arc of a weapon’s flight. To wander and observe, to find the center of one’s self, and to pin with perfect accuracy the wings of an insect in flight; these monks attain a sense of oneness none can match, in their travels. No feat of ranged prowess is beyond their grasp.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with vehicles (land) if you don’t already have it. Your martial arts technique encourages rootless exploration of self, and you are no stranger to the ways of the road. You also gain proficiency with the Insight skill if you don’t already have it, as a result of your introspection.

Ranged Arts

At 3rd level, you find your center and can manipulate the path of a weapon’s flight, imbuing it with your ki. You gain a better understanding of the shortbow and darts, which now count as monk weapons for you, and can spend ki points to use the Flurry of Strikes, Soul Shot, and Rattling Strike features. These features all require the skilled use of ranged monk weapons.

Flurry of Strikes. Immediately after you take the Attack action on your turn to make a ranged weapon attack or an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack as a bonus action. This bonus action attack ignores the disadvantage caused by being within melee range of a hostile creature.

Soul Shot. When you take the Attack action on your turn to make a ranged weapon attack, you can spend 1 ki point to fire a soul shot for the first attack. A soul shot is a normal weapon or ammunition of its type which ignores partial cover and deals additional force damage equal to your Wisdom modifier on a hit. Firing a soul shot does not consume the weapon or ammunition.

Rattling Strike. When you take the Attack action on your turn to make a ranged weapon attack, you can spend 1 ki point to attempt a rattling strike. The target must succeed on a Constitution saving throw or make its next attack at disadvantage.

Intercepting Shot

Starting at 6th level, when an attacker you can see within 15 ft makes a melee attack against you or an ally, you can make a ranged attack roll as a reaction to interrupt the attack, without incurring the disadvantage caused by being within melee of a hostile creature. If the result of your roll is greater than the result of the attacker’s, you can reduce the attack roll by an amount equal to 1 roll of your current martial arts die, potentially causing it to miss.

Serenity of the Wind

By 11th level, you can listen to the wind to see the otherwise invisible. As a bonus action, you may spend 1 ki point to gain blindsight with a range of 60 feet until the end of your next turn.

At 17th level, you always have blindsight out to 30 feet.

Zen Archery

At 17th level, if you make a ranged weapon attack on your turn and miss, you can immediately make another ranged weapon attack against the same target. You can only gain one additional attack during your turn with this ability.

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