Monk
Base Class: Monk

The Way of the Whimsy Wind teaches a Monk that defeating an enemy can be as simple as knocking them down. Using as few motions as possible to get the desired effect, discouraging violence is just as effective as using it in countermeasures.

The Monk excels at knocking enemies prone, having more than enough movement to toy with opponents, and dealing Thunder damage.

Master of Cool Breezes

At the 3rd level, the Monk can spend a ki point to access to flight through Cool Breeze.

Cool Breeze: Gain access to flying as a Bonus Action. The Monk's flying speed is the same as their running. This lasts for two turns, and can be refreshed at the cost of another Ki point. While using Cool Breeze, the Monk is able to freely disengage after using a bonus action to give an extra Attack, Flurry of Blows, or Turbulent Wind.

Master of Turbulent Winds

At the 6th level, the Monk gains the ability to deal 1d8 Thunder damage to an opponent as a bonus action, at the cost of a Ki point. On hit, the opponent must pass a STR Saving Throw or be knocked prone.

The power of this attack grows at the 11th level to 2d8, and again at the 17th level to 3d8.

Master of Fickle Storms

At the 11th level, the Monk can spend 2 Ki points to summon a Fickle Storm of wind around them as an option. The Fickle Storm occupies a space of 15 ft around the Monk, and all creatures within are considered to be within difficult terrain. Additionally, vision is skewed, causing all attackers in the storm to have disadvantage on their attack rolls, and AC is reduced by 1.

Additionally, the Monk has more tricks up their sleeve with their wind control. They gain Advantage on Performance and Acrobatics rolls, when they are related to the Monk's use of winds.

At the 17th level, the range of the Fickle Storm can be changed from 10-30 ft, at the choice of the Monk. The range can be set at the start of every turn of the Monk, once per turn.

Master of Raging Tempests

At the 17th level, the Monk can use their action to end flight to cause their gathered wind to lash out, striking all opponents within 10 ft of the monk for 3d6 Thunder damage, or half on a passed save. Enemies must pass a DEX Saving Throw or be knocked prone and 5 ft away from the Monk.

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