Base Class: Monk
Way of Wind is a style that is able to manipulate the air around them to attack their opponent or increase your mobility through the battlefield. Way of Wind monks are used to traveling free like the wind, and will usually travel to wherever the winds take them.
Gale Strike
You are able to manipulate the air to pummel enemies from afar. At third level, when attacking using a monk weapon or unarmed strike, you can send the attack a distance that is a total amount of ft that is 5 times your monk level. Attacking from a range uses your wisdom modifier to your hit bonus, and you use what you would regularly roll for your damage bonus. However these ranged attacks will only give the attacks if they deal slashing/bludgeoning/piercing damage, any damage of another type will not be dealt to the target. These attacks are able to do any of the abilities of the monk class you can do with your regular attacks.
Wirlwind of Blows
You have achieved the ability to summon whirlwinds that are similar to an air elemental. Starting at 3rd level, when you use your fury of blows feature, you can change any number of your unarmed strikes into a tornado that bludgeons all creatures surrounding you, every creature within 5ft of you when use this must make a strength saving throw (Save DC is 8+proficiency+Wisdom modifier)or take bludgeoning damage equal to your Martial Arts Die + your wisdom modifier and be flung 1d4*5ft opposite of your direction. If a target is flung into another creature, the creature must make a dexterity saving throw or take bludgeoning damage equal to your martial arts die and be knocked prone.
Point Blank Gale Strike
You have mastered implementing your attacks into the wind to the point that you can also implement the wind into your attacks. Starting at 6th level, whenever you perform a melee attack with an unarmed strike or monk weapon, you can replace slashing/bludgeoning/piercing damage in the attack with thunder damage, you can also use this on Whirlwind of Blows. Additionally, you can cause enemies to take an additional amount of thunder damage equal to half your proficiency bonus (Rounded up) whenever you do melee damage to an opponent.
Hovering Winds
You are able to harness the winds enough to slightly propel yourself off the ground, starting at 6th level you gain the ability to hover, this hovering requires no action, but you can not activate it while you are incapacitated, this ability will grant you a few odd effects while it is activated:
-While you are in a hovering state, you will not affect or be affected by objects on the ground (Such as a pressure plate).
-You can ignore the penalty of difficult terrain if the main impedance is located mainly on the ground
-While prone, you are able to move around as if you were standing up, you will still need to use up half your movement to stand though
You can also use the wind to soften a fall for you and your companions using wind, you can use a ki point cast the feather fall spell
Cyclone Armor
You have learned how to create high winds around yourself to protect yourself from harm. Starting at 11th level, you can use 4 ki points to activate this armor for one minute, this effect will end early if you decide to disable it or you are incapacitated. While the armor is in effect you gain the following benefits:
-You gain resistance to lighting and thunder damage, and nonmagical slashing/bludgeoning/piercing damage
-You have advantage on Dexterity saving throws
-You use the Deflect Missiles ability on any kind of ranged attack.
-You gain a flight speed equal to your walk speed, also your speed will be doubled when you are using your walk speed. (You cannot use the doubled walk speed while prone)
Armor of the Wind Elemental
You have gained complete control over your Cyclone Armor, when you reach 17th level, you will gain additional benefits to your Cyclone Armor:
-You can spend a ki point to extend the duration of the Cyclone Armor by 30 seconds.
-You can use your Deflect Missiles ability against Ranged weapon attacks without using your reaction, also, you can use your reaction instead of a ki point to throw the missile.
- You can use your Whirlwind of Blows feature whenever you make an unarmed strike. Also, if you use these features using unarmed strikes from your Fury of Blows feature, creatures who succeed the saving throw will take half damage, and creatures who fail the saving throw will fall prone and if they strike an object, such as the floor or wall, they will take bludgeoning damage equal to your Martial Arts Die.
-When ever you use your Gale Strike or Point Blank Gale Strike, you can cause a creature to make a strength saving throw or be knocked back 1d4*5 ft and become prone
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Posted Jun 6, 2024First homebrew subclass ever, is there any improvements I could make to it?