Base Class: Monk
Monks that walk the Way of the Gale embody the breeze they commune with, the wind they model themselves to be: they are free, untethered, existing always but never only in one place. They tend to be nomadic, flowing with the zephyr as wandering travellers, following the jet stream of life to lands anew.
While they do tend to avoid conflicts, mirroring the speed and impulse of a gust to step swiftly outside of their enemies reach, in combat, they can choose to channel the raw force of a hurricane, bringing forth the destruction of a tornado and the disruption of a squall. Whatever the case may be however, these monks seek to flow with whatever life throws at them, being both a messenger to the scent of a rose and a deafening howling gale.
Gale's Rush
Beginning when you first choose this tradition at 3rd level, you have trained to model your ki after the wind, and move as swiftly as it. You gain the following alterations to your Step of the Wind feature:
- Updraft. Whenever you activate your Step of the Wind feature you may, instead, emanate a burst of air from you, causing you to rise upwards a number of feet equal to half your walking speed into the air. Attacks of opportunity are made with disadvantage while moving this way, and it doesn't count against your movement.
- Tailwind. Whenever you activate your Step of the Wind or your Updraft features, you may expend a use of this feature to move an additional 10 feet. You don’t cause attacks of opportunity until the end of your turn. You can use this feature once, regaining the ability to use it again when you finish a short rest, or until you expend 1 ki point to do so again.
Blusterblitz
Also at 3rd level, you can channel the more tempestuous parts of the wind and wield them in combat. You gain the following features:
- Weapon Whirlwind. Whenever you make an unarmed strike, you may instead make an attack with a monk weapon with the Thrown property. When you do, it deals damage equal to your Martial Arts die, and it immediately returns to your hand, whether it hits or misses.
- Cloudburst. As a bonus action, you can expend 1 ki point and choose a point within 30 feet of you. As long as there’s a path for a Tiny sized creature or object in between you and the point, even if you can’t see it, you throw a small cloud of swirling winds that expands into a 5-foot radius sphere centred on the point you chose. The sphere is opaque and heavily obscured, and it lasts until the beginning of your next turn.
Zephyr's Reversal
Starting at 6th level, you can infuse your own body with the wind to avoid danger. You gain the following features:
- Redirection. As a reaction when you are being hit by a melee weapon attack, you can reduce the damage taken from the attack by 1d4 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can expend 1 ki point and choose a different creature from you or the attacker within the attacker’s weapon range. The attack is rerolled and it targets that creature instead. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
- Glide. Whenever you activate your Slow Fall feature, the damage is reduced by an additional d12. Additionally, as part of activating this feature, you can glide to the sides up to 10 feet in any horizontal direction. This glide doesn’t count against your movement nor does it increase your fall damage.
Hurricane's Impulse
At 11th level, you can surround yourself with the wind, untethering yourself from the anchors of the world. Whenever you activate your Step of the Wind or your Updraft features, you may activate your Hurricane’s Impulse. When you do, for 1 minute, you gain a flying speed equal to your walking speed.
Alternatively, you may expend a use of this feature as an Action to gain a flying speed equal to your walking speed for 10 minutes instead. If you do so, this flying speed ends at the end of your first turn after rolling initiative, as the focus to maintain it becomes too difficult with the stress of combat.
You can use this feature once, regaining the ability to use it again when you finish a short or long rest, or by expending 1 ki point.
Path of Least Resistance
By the time you’ve reached 17th level, you have attained spiritual alignment with the winds of existence. You gain the following benefits:
- Dash of the Gale. Whenever you activate your Redirection, Hurricane’s Impulse, Cloudburst or Updraft features, you may move up to 10 feet in any direction (no action required).
- One With the Wind. You gain a permanent flying speed equal to half your walking speed.
- Cutting Breeze. The reach of your unarmed strikes is extended by 10 feet. When you hit a creature not in your melee range, the damage of your unarmed strikes is slashing rather than bludgeoning.
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