Base Class: Monk
To be a monk requires a will of iron, the discipline to undergo brutal training, and a pure, unclouded mind. Only then can you channel the ki within all things and wield it for your own ends.
Or you could be a cool monk, a free-spirited monk, a practitioner of the Wild Winds style!
Monks of the Wild Winds embrace the chaos of the world and their emotions, using that chaos to control the winds and wield it as a weapon.
Tornado Fist
At 3rd level, you’ve learned to control the ki around your body to create small storms. As a free action, you can expend a ki point to create small storms around your fists, feet, and weapons, enhancing your melee capabilities. On the first successful melee attack you make that round, you deal an additional 1d6 bludgeoning damage and the targeted creature must make a Strength saving throw or be pushed back 5 feet and knocked prone. On a successful save, the creature is not pushed or knocked prone. You can expend up to two additional ki points to deal 1d6 more bludgeoning damage per ki point spent, up to a maximum of 3d6 bludgeoning damage.
Whirlwind Leap
At 6th level, you’ve developed your storm-creating abilities to propel yourself through the air. As a bonus action, you can expend a ki point to jump as if under the Jump spell, using your Wisdom score when calculating the jump instead of your Strength score. When you do, all creatures within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and falls prone. On a successful save, the creature takes half as much damage and does not fall prone. You do not provoke opportunity attacks when using this ability.
Vortex Shield
At 11th level, you gain the ability to create a protective bubble of swirling wind, providing protection to yourself and allies. As an action, you can expend 3 ki points to create a protective wind bubble around yourself or a creature within 30 feet of you. This bubble requires concentration like a spell. While a creature is protected by a spell. All damage taken by said creature is reduced by an amount equal to your Wisdom modifier, they have advantage on Dexterity saving throws, and they are under the effects of the Feather Fall spell.
Typhoon Stance
At 17th level, your ability to control wind has evolved beyond the ordinary level, and you are now capable of merging with your storms. As a bonus action, you can expend 5 ki points to enter the Typhoon State, granting you the following benefits for one minute:
• You gain a flight speed equal to your walking speed. If you already have a flight speed, it is doubled.
• Hostile creatures that start their turn within 5 feet of you take 1d6 lightning damage.
• Your unarmed strikes and Whirlwind Leap deal an additional 1d10 lightning or thunder damage.
• You gain resistance to bludgeoning, piercing, slashing, lightning, and thunder damage.
Previous Versions
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7/14/2025 5:17:59 AM
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