Base Class: Monk
Monks of the "Way of the Wind" focus on improving their physical attributes through more then mind, or body, but spirit as well. They are inclined towards lawful alignments and usually have a strong moral code. Though this doesn't mean they are all good, per say. Many monks who follow this monastic tradition find they believe themselves better than those they have sworn to protect. They may call themselves the southern wind, a rebel group of monks following the "Way of the Wind". There goal is to merely feed their own temptations, where chaos usually follows. Where our goal is to protect the innocent and find valor through the path our spirit guides us through. So you may see where our paths collide, thus creating a conflict which has unsurprisingly turned violent.
It should be said that our monks make excellent freedom fighters, as they are experts in gorilla warfare. This comes from our ideal that all fights should be ended before they have truly begun. By ending the fight quickly we reduce the risk of collateral damage, thus preventing the loss of innocent life. If possible a fight should be prevented, but we have found that rarely works out. Over all the monks who follow the "Way of the Wind" are very graceful and athletic. They do their best to help others, though they are not indecisive. They may follow the philosophy of utilitarianism. Though as we have mentioned their are those who do not follow these moral standpoints, and make their own path.
The power of a monk following the "Way of the Wind" comes from the spirit, the body, and the mind, working together as a true fighting force. Hopefully to the benefit of the innocent.
Swiftness
Starting at the 3rd level you can control the flow of ki between your body and the world around you, feeling the flow of ki as it travels through the world like the wind, now you can summon that same power within you.
Swift Step. When you take a dash action you may spend 1 ki point to double the movement speed granted by your dash action.
You may keep all movement speed granted by a dash action as Built up movement (meaning you may increase your maximum movement speed over time). However, If you don't use all your movement by the end of each round, you lose all Built up movement. Every time you make an attack roll you lose up to 15 ft of Built up movement; at the beginning of each round, you lose up to 15 ft Built up movement, or up to 30 ft of Built up movement if you didn't take a dash action last round. Your maximum Built up movement is equal to (15 times your monk level).
Your steps become one with the wind itself.
Swift Strike. You may make a single melee attack using a monk weapon or unarmed strike as a bonus action, if you've taken the dash/disengage action as your main action during this round.
After you have taken a dash action on your turn, your very next attack (that same round) gains a damage bonus based on your movement speed during the time of the attack (See table). The damage type for this source is Force.
Speed (ft) |
Damage |
65 ft |
1d4 |
80 ft |
1d6 |
105 ft |
1d8 |
135 ft |
1d10 |
165 ft |
2d6 |
200 ft |
2d8 |
245 ft |
2d10 |
300 ft |
3d8 |
360 ft |
3d10 |
You strike with the force of the wind.
Grace
Beginning at the 3rd level, you have learned to tap into the flow of ki and derive a measure of grace and consistency within your own movements.
By spending 1 ki point you may use one of the following techniques:
Graceful Recovery. You can spend 1 ki point to re roll any ability check, you must take the second result.
Graceful Strike. Beginning at the 7th level you can spend 1 ki point to re roll any attack roll, you must take the second result.
Graceful Retreat. Beginning at the 13th level you can spend 1 ki point to take a dash/disengage action as a reaction, if you take the disengage action you gain up to 10 ft movement.
Graceful Assault. Beginning at the 18th level, once per round you can spend 2 ki points to take an additional attack action.
The wind can howl, tear, and caress. Throughout all of its shifts and whims. Across many lands and seas. Yet it never falters, just like you may never falter.
Traversalist
Beginning at the 6th level, you can move so fast and gracefully you can move across vertical surfaces and even ceilings.
Extended Transverse. While your movement (walking) speed is greater than or equal to 100 ft, all vertical and curved surfaces count as difficult terrain that you may traverse using your movement (walking) speed. If you end your movement on a vertical surface you will begin to fall, falling increases your movement (walking) speed equal to the distance you've fallen.
Omni Transverse. In addition if your movement (walking speed) is greater than or equal to 200 ft, vertical surfaces no longer count as difficult terrain, and surfaces that are angled greater than vertical, like ceilings, count as difficult terrain that you may traverse using your movement (walking) speed. If you end your turn on a angled surface greater than vertical, you will begin to fall, falling in mid air does not increase your movement (walking) speed.
Alleviation
Beginning at the 11th level you can use ki to warp time by altering the flow of ki around you.
Rejuvenate. As an action you may spend 1 ki point to regenerate lost hit points of any creature you can touch, equal to 2d6 + your WIZ modifier. The healing increases by 1d6 on the 14th, and 19th levels.
Rapid Recovery. Once per long rest you can take a short rest instantly without spending the required time to do so (this ability will only regenerate a maximum of 4 ki points). In combat this ability takes 1 action.
Wrath of the Seraph
Beginning at the 17th level, you achieved the ability to become one with the flow of ki. An ability followers of the "Way of the Wind" have always strived for.
Seraphic Shift.
As an action you may use 2 ki points in order to shift into an Ethereal form for up to 3 rounds or until you end it as a bonus action. While your Ethereal you gain the following abilities:
- You can move through other creatures and solid objects.
- You have a (flying) speed equal to your (walking) speed.
- You have immunity to all non magical attacks.
In addition, if you move through another creature will automatically force you to take an attack action (as moving through another creature counts as an attack while your in this form), or use a bonus action if you've already taken a dash action as you main action for this round. If you can do neither of these take 1d10 Force damage. If you can, submit your target to a CON saving throw, on fail the target takes 1d10 + (WIS modifier) radiant damage. If your movement ends with an object inside you, you take 1d10 points of Force damage; If you end your turn within a massive solid (like a wall) your expelled to the nearest open area, and take 1d10 points of Force damage per 10 ft expelled.
Smite.
As an action you may spend 12 ki points to gain the following features for one round:
- You are Ethereal: you can move through solid objects, you have a (flying) speed equal to your (walking) speed, you have immunity from all non magical damage, If your movement ends with an object inside you, you take 1d10 points of Force damage; If you end your turn within a massive solid (like a wall) your expelled to the nearest open area, and take 1d10 points of Force damage per 10 ft expelled.
- All attacks count as Swift Strike's (you deal additional damage based off your Swift Strike ability), you can also make 10 attacks, the damage type for all attacks is Radiant, and all your attacks automatically succeed as long as you know the position of your target.
- Your movement speed is 360 ft (+ 3d10 damage on Swift Strike's), this does not keep as Built up movement, but still affects your swift strike damage on this round.
You may only use this feature once per long rest, and you suffer 1 level of exhaustion.
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