Monk
Base Class: Monk

Created by u/StormxBlade

One of the six monastic traditions that is insipired from 6 primordials that forged the universe. Monks who follow the Way Of Zephyr chose the lifestyle of action and motion. They feel truly connected to the freedom that the wind provides. Zephyr Monks are as variable as the winds themselves; some being calm and jovial and others cold and brutal.

One with the Air

At 3rd level, You can control the very sensations of the air around you. You know the Gust cantrip and you may do the following:

  • Use your Patient Defense ability without spending Ki (You need to at least 1 Ki Point Remaining).
  • When you use Step of the Wind, your movement speed and jump distance are increased by 15 feet.
  • Spend 2 Ki Points to cast either Gust of Wind or Warding Wind.

Ride the Wind

The air answers to your call. At 6th level, Your Slow Fall ability now negates all falling damage and you can use Dexterity in place of Strength when calculating jump distances as the winds aid you in your movement. In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 1 minute, during which you can hover. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

While flying, you can use your bonus action to fall and strike the ground with a blast that damages enemies in an area equal to 10 feet. Damage is equal to Your Martial Arts Die+ Proficiency Bonus (Consumes 1 Ki Point).

Living Whirlwind - Flying Speed

as a bonus action, you can give yourself a flying speed of 60 feet that lasts for 1 minute, during which you can hover.

Ride the Wind - Flying Speed

As a bonus action, you can give yourself a flying speed of 30 feet that lasts for 1 minute, during which you can hover.

Zephyr Strikes

At 11th level, You can hit the empty air in front of you, Creating a shockwave from the momentum of the attack and then send it flying towards your foes. As a part of the attack action, you can give your attacks a range of 30 feet.

Push

Target must succeed on a Strength saving throw against your Ki save DC or be pushed 20 feet away from you.

Living Whirlwind

Starting 17th level, Whenever you have at least 7 ki points remaining, You gain the following benefits:

  • Melee and ranged attack rolls on you have disadvantage and you have advantage on Dexterity saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your Ride the wind flying speed is now increased to 60 feet.
  • Whenever you use Zephyr Strikes, You can apply one of these effects to it: Launch, Push, Pull
 

 

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