Monk
Base Class: Monk

Monks of the Way of the Four Winds feel best at home when on the road. They meditate by exploring and wandering. This everburning need to be free eventually manifests into a spirit of air. this spirit is a part of the wielders Ki and helps them to find their way, as well on the road as in battle. 

Follower of the Wind

When you choose this subclass at level 3 your inner will to roam forged a connection to the wind. You can cast the Gust cantrip, wisdom is your spellcasting ability for the spell.

in addition you learned how to listen to the wind, guiding you on your path. You always know which way is north and you can't get lost by nonmagical means. you gain proficiancy with eighter survival or navigators tools and you have advantage on Wisdom (survival) and navigator tool checks to navigate.

Gale of the Soul

Also at 3rd level, you can expend two ki-points as a bonus action to manifest your wanderlust to manipulate the wind around you. A portion of your soul then swirls around you within a 15 radius sphere centered on you called a Gale. This Gale remains for up to one minute, until you are incapacitated or until you dismiss it as a bonus action.

During your turn you gain the following options:

You can forgo one of your attacks on your turn to make a melee attack with the Gale against a creature within your Gale. You are proficient with the attack, and you add your Wisdom modifier to its attack and damage rolls. Its damage is Bludgeoning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Alternatively, you can forgo one of your attacks on your turn to shove a medium or smaller creature within 15 feet of you using your Gale. The target must make a Strength saving throw against your Ki save DC. On a fail the target is either prone or pushed 10 feet in any direction. If it hits a solid object, it takes damage equal to one roll of your martial arts die.

Lastly, once during this minute, you can use Step of the Wind without expending a ki point. 

Fists of Storms

At 6th level you can enhance your Gale of the Soul feature by spending two extra ki points when you activate it. Your gale then gains the following effects:

- you can forgo an additional attack each turn to make an attack with the gale.

- you can use Step of the Wind without spending a Ki point twice instead of once.

- Whenever you use the Flury of Blows feature, the next time you hit a creature this turn that attack deals 1D6 extra lightning damage. The second time you hit a creature this turn that attack deals 1D6 extra thunder damage. These damage dice change as you gain monk levels, as shown in the Martial Arts column of the monk table. 

- Whenever you use the Patient Defence feature your Gale becomes a ward for you or your allies. Until the start of your next turn, whenever you or a creature you can see within 15 feet of you gets hit by an attack, you may reduce the damage taken by an amount equal to one roll of your Martial Arts die. If you do, you can't do so again this round.

Body of Wind

Starting at 11th level your afinity with the wind strengthens even more. you gain the following features:

- You can hold your breath indefinitly

- Whenever you use your Step of the Wind feature, you gain a flying speed equal to your walking speed until the end of your turn.

- You take no faling damage and can always land on your feet.

- Getting up from prone costs you only 5 feet of movement instead of half your movement.

Path to the Edge of the Map

At 17th level You can become one with the wind. You can cast the Wind Walk spell once per day by spending up to 9 ki points (you can choose 0). The number of creatures you can target with the spell is equal to that number plus yourself. You can comunicate telepathicaly with each creature you targeted with this spell. Wisdom is your spellcastig ability for this spell.

Hurricane Blast

Also at 17th level You can end your Gale as an action and spend up to 8 Ki points. Choose any number of creatures within 15 feet of you. They must make a Dexterity saving throw against your Ki save DC. On a failed save they take 1d6 lightning damage and 1d6 thunder damage per Ki point spent and be pushed 10 feet away from you . On a succesful save they take half as much damage and aren't pushed. 

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