Base Class: Monk
Monks of the way of the Wind Rider are free spirits. Their monastaries are often built on top of high mountains to acclimate to the air and better train their abilities, but many wind rider monks choose to train on their own, not wanting to be held down. Their training is not as strict as most other monesteries which is why they seldom get respect from their fellow monks. But the wind riders doesn’t need others approval to feel completely free.
Wind Attunement
Starting when you choose this tradition at 3rd level, you have attuned to the wind around you. This grants you the ability to sense hostility in others by the way their body shifts the air. You gain advantage on initative rolls and you cannot be suprised unless you are incapacitated.
Flying Kick
Also at 3rd level, by spending at least 15 ft of movement in a straight line, you can use a bonus action to spend 1 ki point and perform a flying kick. You launch yourself up to 30 ft in the same direction as your runnup. If your path interjects with an enemy, you can make an unarmed strike against them. On a hit, you deal damage equal to 2 times your martial arts die plus your dexterity modifier. Anyone hit with this kick gets the wind knocked out of them, and therefore cannot take reactions until the end of your next turn.
Lift of the Gale Spirits
At 6th level you have bonded with the gale spirits in the air around you. By spending 3 ki points, you gain a flying speed equal to your movement speed for 1 minute. While flying this way, you do not need to spend a ki point to perform a Flying Kick. When the ability ends, the target falls if it is still aloft, unless it can stop the fall. Once you activate this ability, you cannot do so again until you finish a long rest.
Wind Powered Technique
By 11th level, you have learned to weave the wind around you, powering up your martial art techniques.
Speed Punch. The wind surrounds your body and speeds up your punches. You can make one extra unarmed strike when you use your flurry of blows.
Wind Barrier You control the wind around you to create a barrier. You can use patient defence without spending a ki point.
Wind Dash The wind gives you an extra boost of movement. You can use step of the wind without spending a ki point.
You can use these abilities a total amount equal to your proficiency bonus and they recharge on a short or long rest.
Wailing Winds
At 17th level, you get the ability to completely control the winds around you. As an action you can spend 4 ki points to whip up a tornado, spreading as a cylinder 120 ft from a point centered around you. Whithin this area, ranged weapon and spell attacks are impossible and all meelee attacks are made with disadvantage. The winds also completely overpower any other sound. You can choose up to 10 creatures you can see within range (including yourself) and exclude them from the before mentioned effects by granting them a protective layer of wind.
The tornado is 1500 ft tall and it’s impossible to see into the tornado from the outside. This ability lasts for 10 minutes or until you get knocked unconcious. If you become unconscious, the tornado will continue to rage for 1d6 rounds, and your allies lose their protective wind layer. Once you use this ability, you cannot do so until you have finished a long rest.
Also at 17th level, Lift of the Gale Spirits now recharge on a short rest as well as a long rest.
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