Base Class: Monk
Often hailing from monasteries built upon the high peaks of mountains, monks of the Way of the Cloudwalker are free-spirited vagabonds. Like the wind, they drift from place to place, never settling or remaining. In battle, they utilize their ki to manipulate the wind to strike their foes from a distance, shred them with powerful gales, and throw them around as though they were leaves caught in a breeze.
Floating in the Wind
Beginning when you choose this tradition at 3rd level, you’ve learnt how to use your ki to manipulate the wind in subtle ways. You learn the gust cantrip, and can cast it as a bonus action. Wisdom is your spellcasting ability for this spell. In addition, you gain the following benefits:
- Your long jump and high jump distance is doubled, and you are unaffected by non-magical difficult terrain.
- While you are conscious, you can choose to halve the weight of your body and any equipment you are wearing or carrying.
Galeforce Strike
Also at 3rd level, you can influence the air around you to extend your strikes and move your enemies. When you make an attack with a monk weapon or an unarmed strike, your reach with it increases by 5 feet. In addition, once on each of your turns when you hit a creature with a monk weapon or an unarmed strike, you can push it 5 feet away from you, or pull it 5 feet towards you.
At 11th level, you can use this feature twice on each of your turns, but only against different creatures.
Purity of Breath
At 6th level, air flows through you freely, and you can manipulate it to resist airborne maladies. You can hold your breath indefinitely, provided you are not incapacitated. In addition, you have advantage on saving throws made to avoid or end the effects of harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Wind's Reach
Also at 6th level, you can strike your foes with furious wind currents. As part of the first attack you make with a monk weapon or unarmed strike on your turn, you can spend 1 ki point to increase the reach of all of your melee attacks to 30 feet until the end of your current turn. Moreover, when you use your Galeforce Strike feature after activating Wind’s Reach, the distance to which you can push or pull a target increases to 15 feet.
Cutting Winds
At 11th level, the winds you wield are powerful enough to shred your foes. When a target within your reach is moved as a result of one of your subclass features, it takes slashing damage equal to one roll of your Martial Arts die. This damage counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. A single creature can only take this extra damage once per turn.
One with Clouds
At 17th level, you have mastered your control over the winds. You gain the following features:
- You gain a flying speed equal to your walking speed, and can hover.
- When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to push it up to 15 feet away from you.
- Any creature that has taken damage from you since the beginning of your last turn must spend 2 feet of movement for every 1 foot it moves towards you.







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