Base Class: Monk
Monks who follow the Way of the Aero Soul channel their ki into the gusting winds, believing that the purity of their souls lies in the untainted breezes and gales that dominate the Plane of Air. Monasteries who teach this path typically have either a connection to the realm of Aaqa via their location, or they have a cache of teachings from the realm.
Fist of Gusting Winds
At 3rd level, you can funnel your ki into a swift strike of hardened air. When you take the Attack action, instead of making a regular unarmed strike, you can attack with a column of air instead, which uses your regular attack and damage rolls for your unarmed strikes, but has a range equal to 15ft.
If you spend a ki point for Flurry of Blows, you can use the special attack for any of the attacks.
If you hit a creature that is on the ground with this attack, they must make a Strength saving throw against your Ki save DC or be thrown 10ft. into the air.
If you target a creature that has already been thrown into the air, they automatically fail the save against this feature.
A creature only begins to fall (if it has no other means of staying aloft) if you don't attack it with the air attack on your turn, or you successfully launch another target with this ability.
Aura of Rushing Breezes
At 6th level, as a bonus action, you can spend 1 ki point to activate an aura of gusting winds around you. Whilst this aura is active, you gain an extra reaction per round. This extra reaction can only be used for your Deflect Missiles ability. The aura lasts for 1 minute. In addition you and your allies within 15ft. of you gain advantage of Dexterity saving throws, and you can use your Deflect Missiles ability if any creature within 15ft. is targeted by a ranged attack. The aura disperses if you choose to end it (no action required) or you fall unconscious.
Additionally, if you reduce a ranged projectile's damage to 0 with your Deflect Missile whilst your aura is active, instead of sending the missile back as part of the same reaction, you can keep the projectile swirling around you in your aura. You can have a maximum amount of projectiles in your aura equal to your Wisdom Modifier.
Whilst you have one or more projectiles in your aura, you can sacrifice one attack to send all the projectiles shooting out at once at a target of your choice within 40ft. You make one attack roll, and if the attack hits, you roll a number of Martial Arts dice equal to the amount of projectiles in your aura.
Finally, you any any creatures of your choice within 15ft. of you gain resistance to poison damage.
Speed of Gusting Winds
At 11th level, you gain a flying speed equal to your walking speed.
Whilst your aura is active, you can hover.
As an action, you can spend 2 ki points to grant the flying speed to a number of creatures equal to your Proficiency Bonus, for a duration equal to a number of hours equal to your Wisdom Modifier.
Summon Windstorm
At 17th level, you can call upon the elemental air to summon a cyclone.
As an action, you can summon a raging windstorm at a point within 120ft. of you that occupies a 30ft. radius sphere. The Windstorm lasts for 10 minute, but you can end it early (no action required)
Any creature of your choice that starts their turn within the windstorm must make a Strength saving throw against your Ki Save DC. On a failed save, they take 4d10 bludgeoning damage, their speed is reduced to 0 and they move 15ft. closer to the centre (if possible). On a successful save, they take half damage, their speed is reduced by 15ft. and they do not move closer to the centre.
In addition, any ranged attack that passes through the windstorm has disadvantage, and creatures concentrating on any effects (such as spells or class abilities) must make a Constitution Saving Throw against your Ki save DC to maintain concentration.
You can use this ability once for free per long rest, but every time after the first you use this ability you must spend 3 ki points.
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