Base Class: Monk
Warriors of A Thousand Winds are monks who study and practice the use of their speed to maximize their efficiency in combat. Everyone can run fast, everyone can run for miles without failing, everyone can charge into battle head on. But none of which can utilize their speed more than just taking a few steps. These monks hone and train not speed but their ability to make use of said speed effectively crafting techniques to further improve themselves
3RD LEVEL: NIMBLE STRIKER
You can take the dash action as part of your action at half the efficiency, and max efficiency at 11th level
3RD LEVEL: ZEPHYR COMBAT
You gain the ability to make use of your speed once per turn in order to trigger one of the following effects:
Rising Cyclone
If a target is within 15ft of you, expend 20ft of movement and jump onto the target and use them as a stepping stone. You can choose to jump up to 15ft in any direction without expending movement, after which you deal 1d4 + PB bludgeoning damage to the target and cause them to have disadvantage when attacking anyone but you.
Tempest Protection
If a target within 30ft of you is about to get hit, you can run up to them and roll a Dexterity saving throw. A successful save will subtract the damage equal to your martial arts die, a fail will cause you to take the hit. You end up within 5ft of the target
- If there are any obstacles between you and the target, you phase through them costing resources listed below:
+ Medium and below: costs an extra 5ft of movement
+ Large and above: costs 1 focus point
6TH LEVEL: STORED MOMENTUM
Every Rising Cyclone or Tempest Protection receives a +1 to the attack/damage/saving throw equal to the amount of Rising Cyclone or Tempest Protection previously used before your turn, after which it resets
11TH LEVEL: QUICK-WITTED MANEUVER
You know when and where to use your speed to cut short your actions effectively, allowing you to perform more tasks in the same amount of time. You can take an additional action of the same type when you take an action that is not a Magic, Attack or Dash action.
17TH LEVEL: EPITOME OF AGILITY
Cutting Current. Your Rising Cyclone becomes a 1d6 and you can add your Dexterity modifier. You can replace one of your Rising Cyclone with “Flurry of Blows” once per round
Wind sentinel. Tempest Protection on a success negate the damage, and reduces damage by half on a fail
Swift strike. Your attacks during the attack action can now inherit the traits of Rising Cyclone unless the trait is already applied, excluding the cost of movement
Previous Versions
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2/15/2025 9:59:13 PM
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45
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3
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Coming Soon
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