Base Class: Monk
The Way of the Steel Wind is a martial arts tradition that originated in the deserts of Calimshan and spread across Faerun. The combat techniques combine cunning swordplay with graceful dance-like footwork to create a deadly whirlwind of steel as well as an agile defense. The monks pride themselves for maintaining razor sharp blades, and often prefer a curved saber such as a scimitar or falchion, but other traditions have furthered the practice to include axes, daggers, and spears among other bladed monk weapons.
The Whirling Dervish
Starting at 3rd-level, your training as a blade-wielding warrior monk enriches your dynamic martial arts style making your movements more fluid and your attacks more dangerous. You gain the following benefits.
Dervish Blades. You gain proficiency with scimitars and longswords, and you can use those weapons as if they were monk weapons. In addition, when you are wielding a monk weapon that deals slashing or piercing damage in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Steel Whirlwind Technique. When you use Flurry of Blows, you can use your monk weapon instead of an unarmed strike if your weapon deals slashing or piercing damage. You don't add your ability modifier to the damage of these Flurry of Blows attacks unless that modifier is negative. In addition, creatures you make these attack rolls against can’t make opportunity attacks against you for the rest of your turn.
Soul of Wind
At 6th level, you further improve your footwork skills and can use your ki to magically manipulate the air around you.
Breeze Bender. You learn the gust cantrip. In addition, you can spend 3 ki points to cast wind wall without spending material components. Your spellcasting ability modifier for these spells is Wisdom.
Gliding Reflexes. As a reaction, when you roll initiative you can give yourself a bonus to the roll equal to your Wisdom modifier (minimum of +1). In addition, when you make a Dexterity saving throw to avoid an area effect such as a fireball spell or a pit trap, immediately after resolving the effect you can choose to move up to half your speed.
Hurricane Dancer
Starting at 11th level, you can conjure the power of a tempest to flash between multiple enemies and strike at them. As an action on your turn, choose a number of creatures equal to your proficiency bonus that are within 30 feet of you. Make a melee weapon attack against each target. On a hit, a target takes 6d8 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 5 ki points to use it again.
Masterful Whirlwind
Starting at 17th level, you can focus your ki to allow you to glide around the battlefield effortlessly. As a bonus action, you spend 3 ki points and gain the following benefits for 10 minutes.
- You are immune to the restrained and paralyzed conditions.
- Your movement does not provoke opportunity attacks.
- When you use your Deflect Missiles feature, the number of dice used to reduce damage increases to 5d10.
This feature ends early if you are incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain its uses upon finishing a short or a long rest.
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