Base Class: Monk
The Way of the Tempest is a refined form of utilizing the wind to boost your own power and action speed. Practicing in this art gives the user Will over the wind itself and lets them make multiple actions within a turn of combat, however overusing this power can lead to many dangers should it be abused.
Action Storm
Beginning at 3rd level when choosing this tradition, the wind begins to favor you , giving you the ability to take extra actions.
When you hit a creature after taking the Attack action, you may take an additional action. At 3rd level, you can use this feature once, you gain additional uses at 6th Level, 11th Level, and 17th Level. (Maximum four uses) If you have no more available uses for this feature, you may spend 2 Ki Points to use Action Storm and gain a Fatigue point.
When you gain a Fatigue point, roll a CON saving throw where the DC equals 5 times the number of Fatigue Points you have, if you fail the saving throw you gain an Exhaustion Level and cannot do anything your next turn. (This includes attacks, movement, bonus actions, action surges, ki points, etc.) You lose all Fatigue Points after a Long Rest.
Action Respiration
Beginning at 3rd level when choosing this tradition, you gain the ability to use Ki to reduce fatigue and weariness. Before you roll a CON saving throw due to gaining a Fatigue point, you may spend Ki Points to reduce the CON Save DC by 1 for every Ki Point spent.
Combat Form: Cyclone Defense
At 6th level, after warming up in combat, the wind begins to circle around your aura, cushioning the blow from certain types of damage. After you hit a creature, you may spend a Ki Point to gain one resistance of your choice between Slash, Pierce, or Bludgeoning Damage until the start of your next turn. You may choose an additional resistance at 11th level and a third at 17th level.
Combat Form: Tornado Offense
At 6th level, as combat gets more and more heated, the wind around you begins to infuse itself into your strikes. As a bonus action, you may spend 2 Ki Points to turn all Unarmed Strikes and attacks made with Monk Weapons into Force damage and treat them as magic weapons. The attack ranges for the specified weapons increase by 10ft. At the start of your turn, you may choose to spend a Ki point to keep these effects active, if you don't, these effects end.
Form Breaker: Storm
At 11th level, you gain the ability to affect the natural energies around an opponent, making them vulnerable to your affinity for the wind. When you hit a creature after taking the Attack action, you may spend 2 Ki points to make the creature hit become vulnerable to Force damage for 1 minute. Creatures with resistance to Force damage take normal damage from it, and creatures with Immunity to Force damage become resistant to it.
Master of Squalls
At 17th level, you gain mastery over wind itself, being able to call upon its power whenever you see fit. As a bonus action, you may spend 2 Ki Points, for 1 minute once per turn, you may use the dash action as a free action and when using Flurry of Blows, you may spend up to 2 additional Ki points, you do an extra unarmed strike for each additional Ki point spent.
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