Base Class: Monk
The Monks following the way of the Winds are known for their speed. Their teachings are based on the wind itself, a unseen but ever present force, subtle and able to shift suddenly. It goes unnoticed and moves around with ease until a sudden gust knocks you of your feet. By studying the wind these monks learn to use it to enhance their movement and speed. By subtly controlling it they are able to stay away of enemies and hinder them until it is time to unleash the full force of the wind.
The wind at your back
Starting at 3rd level, you are able to use the wind to push at your back, enhancing your movement. As a bonus action, you can increase your walking speed by 10ft and you can jump 10ft further and higher untill the end of your turn. In addition, when a creature comes to within 30ft of you, you can spend 1 ki point to use your reaction move up to half your movement speed.
Air cushion
Also at 3rd level, when landing on the ground, the air provides a cushion. Your landing makes no sound and the first 20ft of falling doesn't count towards your falling damage.
Sudden Gusts
Also at 3rd level, you can use your Ki to ask the winds for support. You can spend 1 Ki point as a bonus action to have a large or smaller creature within 60ft of you make a strength saving throw. On a fail you can push it 5ft in any direction or knock it prone. You can spend 2 Ki points as a bonus action to try and disarm a creature within 60ft of you. It must succeed in a strength save or drop 1 item it is holding of your choice.
Bend the Wind
Starting at 6th level, you can use your Ki to tap into the power of the winds and bend it to your will. you gain the Gust cantrip if you don't already know it. Additionally, as an action, you can spend 2 ki points to cast Warding Winds, Gust of Wind, without providing material components. You can also spend 4 Ki Points to cast Levitate on yourself or to cast Wind Wall.
Take to the skies
At 11th level, your connection to the wind is strong enough to lift you up in the air permanently. You gain a flying speed of half your walking speed (rounded up to the nearest 5ft). When using your reaction as part of your ‘the wind in your back’ feature you can utilize your full flying speed instead of just half.
Master the Wind
At 17th level, you can use the full force of the winds to produce a powerful blast or to save your allies. As an action you can spend 1 Ki point to direct a blast of wind towards an creature within 60ft of you. It must succeed in a strength saving throw or be pushed 10ft away from you and is knocked prone. If it hits a solid object it takes 1d10 bludgeoning damage. If it hits a creature they both take 1d10 damage and that creature must succeed in a strength saving throw or be knocked prone. When it hits a solid object or creature it stops the movement of your push. When taking this action you can spend extra Ki Points to a maximum of 10 ki points total. For every extra Ki Point spend the creature is pushed 10ft further and the damage increases with 1d10.
You can also use your reaction to spend 1 Ki point to pull yourself or an ally within 60ft, 15ft away from a creature within 60ft of you. You can spend extra Ki Points to increase the number of allies being pulled away, 1 extra ally per extra ki point spend. You can also spend 2 extra Ki Points to increase the pull distance by another 15ft. You don’t have to pull the full distance and you can pull every creature a different distance.
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