Monk
Base Class: Monk

Those who choose the Way of the Windweaver find traveling through the freedom of the skies just as important as the martial arts they practice. Many of these monks practice their combat skills mid-flight, often leaving their opponents in the dust until they come back around and strike again with full force. It is nearly impossible to predict what these wild and freethinking monks will do, both in and out of battle.

Wind Weaving

Starting when you choose this tradition at 3rd level, you allow yourself to become one with the skies. Whenever take the Dash action, you gain a flying speed equal to your walking speed until the beginning of your next turn (which is doubled for this turn due to dashing). Taking the Dash action before any movement on your next turn will keep your flying speed active and prevent you from falling if you are still in the air.

Additionally, enemies have disadvantage on opportunity attack rolls made to hit you while you are flying.

Hurricane Push

At 6th level, you gain the ability to control the winds themselves. As an action, you can spend 2 ki points to choose a creature other than yourself with 30 feet of you and that you can see. The target creature must make a Strength saving throw or be pushed away from you by a distance of your choosing, to a maximum of 30 feet. A voluntary creature may choose to fail this saving throw.

Punch of a Thousand Winds

Starting at 11th level, you are able to contain the force of a deadly storm within a single punch. While you are under the effects of the Wind Weaving feature, your unarmed strikes deal extra bludgeoning damage equal to your martial arts die + your Wisdom modifier.

Master of the Sky

Starting at 17th level, you are able to travel though the air at incredible speeds. If you take the Dash again on the turn immediately after the initial Dash to begin using the Wind Weaving feature, your flying speed increases by 30 feet (after taking into account the doubled speed of dashing). If you keep using the Dash action every turn after the first turn of dashing, your flying speed will continue to incrementally increase by 30 feet, to a total flying speed maximum of double your walking speed + 300 feet (again, after taking into account dashing). Going a turn without dashing ends the Wind Weaving feature as normal.

Additionally, If you ever make a weapon attack or cast a spell while having an increased flying speed due to this feature, your flying speed resets back down to your walking speed at the beginning of your next turn.

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