Base Class: Monk
The origins of the Way of the Galewind Monks can be traced to an ancient monastery situated atop a mountain peak, where the howling winds and tumultuous storms were a constant presence. The monks of this monastery learned to harness the energy of the tempest and the swiftness of the wind, fusing these elements with their martial arts to become formidable cyclonic warriors. Monks who follow the Way of the Galewind harness the unstoppable force of the tempest and channel it through their martial arts. With the grace of the wind and the might of a storm, they deliver lightning-fast strikes and agile movements that can topple even the mightiest foes. These monks are the embodiment of the cyclone's power, both relentless and precise in their combat.
Disarming Strike
At 3rd level, your kicks become incredibly precise. When you hit a creature with an unarmed strike, you can choose to impose a disarming strike.
The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or drop one item it's holding. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature after finishing a short rest.
Kicking Techniques
At 3rd level, you gain the following techniques:
Flying Kick: You can spend 1 ki point to make a flying kick attack as part of your Flurry of Blows. This flying kick has an increased range of 15 feet, allowing you to leap through the air to deliver a powerful strike. On a successful hit, you deal your normal unarmed strike damage.
Precision Strike: You can spend 1 ki point to focus your chi and enhance your kicking precision. This technique allows you to add your Wisdom modifier to the to-hit modifier of your unarmed strikes for one minute. It represents your monk's ability to channel their inner calm and focus into their strikes, hitting with unparalleled precision and strength.
Crescent Kick:
Flying Kick: You can spend 1 ki point to make a flying kick attack as part of your Flurry of Blows. This flying kick has an increased range of 15 feet, allowing you to leap through the air to deliver a powerful strike. On a successful hit, you deal your normal unarmed strike damage.
Precision Strike: You can spend 1 ki point to focus your chi and enhance your kicking precision. This technique allows you to add your Wisdom modifier to the to-hit modifier of your unarmed strikes for one minute. It represents your monk's ability to channel their inner calm and focus into their strikes, hitting with unparalleled precision and strength.
Crescent Kick: You can spend 1 ki point, as a bonus action, you can perform a spinning crescent kick. Make separate attack rolls for up to two creatures within 5 feet of you. On a hit, you deal your normal unarmed strike damage. This technique is known for its ability to strike multiple foes simultaneously and is inspired by the elegant crescent motion of the moon.
Windwalker's Grace
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. You gain exceptional agility. You can move across vertical surfaces and liquids on your turn without falling during the move. Additionally, you can use your Step of the Wind feature without expending ki points.
Whirlwind Kick
At the 11th level, you've mastered the art of swift and powerful kicks. When you take the Attack action on your turn, you can spend 3 ki points to make an additional unarmed strike against every creature of your choice within 10 feet of you. Each of these attacks benefits from your Stunning Strike feature, potentially stunning multiple foes.
Eternal Cyclone
At the 17th level, you become a force of nature, channelling the eternal cyclone within you. You can spend 5 ki points to enter the Eternal Cyclone state for one minute. While in this state, your movement speed is doubled, and you can move through the air and over obstacles as if they weren't there. Your unarmed strikes deal an extra 1d8 damage, and you can make one additional unarmed strike as part of your Attack action. During this time, you're immune to being grappled or restrained.







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