Base Class: Monk
A monk leaps from building to building, the route more than usual to him. Effortlessly he swings from pipe to pier, all following a slight breeze... or perhaps it is following him. He flows almost like a dancing leaf, in the wind. He teaches many students a few blocks down, to him, just a couple of swings and leaps. He teaches his ways because it is a constant way of life here. Whether the ground is there or not, they can always run, and with their bodies, cut through the wind.
This class is focused on movement and the ability to move rapidly and constantly, rewarding it and allowing more options.
Tempered Movement
Starting when you choose this tradition at 3rd level,
When you use Flurry of Blows, you may move through as many enemies as you can attack, and each enemy attacked will be unable to use their reaction to opportunity attack you.
Additionally you may use Acrobatics (Dexterity) in place of Athletics (Strength) for the purposes of the Shove, Grapple or Trip actions.
Additionally, you gain a 20 ft. climbing speed.
Walk Through Wind
Starting when you choose this tradition at 3rd level, you have 10 feet of movement speed you can use in any direction that is not obstructed by an object, including upwards. You reset this movement every time you touch a surface or lift yourself up (I.E. Touching ground, wallrunning, swinging on a pole [DM's discretion]). You cannot use this movement to exceed your walking speed.
When you gain Slow Fall as a feature, the the benefits granted require no action.
Pierce Tempest
Beginning at 6th level, you gain the ability to pierce the winds with lethal speed. After moving at least 10 feet during your turn, you gain the following benefits:
- You have advantage when using the Shove, Trip or Grapple actions.
- Before you make an attack with an unarmed strike or a monk weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage, and all attacks made against that target have advantage until the start of your next turn.
Ventus Soul
Granted at 11th level, you gain improvements to your abilities.
- Your movement granted by Walk Through Wind is increased from 15 to 25.
- When you choose to dash using your bonus action, you can spend 2 additional ki points to double your speed granted by Walk Through Wind.
- Whenever you use Step of the Wind, you can take both the Dash and Disengage actions as part of the same bonus action.
- Whenever you use Patient Defense, you may expend 1 additional ki point to take the Dash or Disengage actions in the same bonus action.
Galeforce
At 17th level, you gain the ability to strike with great strength and speed. If dash was used during your turn, you can attack a target with one punch, dealing 4x Your martial die + Dexterity in damage. This is affected by multi attack, but you cannot attack the same target more than once.
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