Base Class: Monk
"The wind is never still. Neither are you.”
Monks of the Way of the Tempest Wind have mastered the art of controlling the air around them. Every strike carries the force of compressed wind, every step is guided by invisible currents, and at the peak of their power they become living tempests capable of overwhelming the battlefield.
Level 3: Disciple of the Endless Sky
Your training has allowed you to embrace the power of the tempest. You learn the starry wisp cantrip Wisdom is your ability score.
Thunder fists
Your mastery of air infuses your strikes with concussive force.
Whenever you make an Unarmed Strike, you can choose for it to deal Thunder damage instead of its normal damage type.
Once on each of your turns, when one of your Unarmed Strikes hits a creature, choose one of the following effects:
- Gale Push. Push the target up to 15 feet away from you.
- Cyclone Pull. Pull the target up to 10 feet toward you.
- Wind Step. Immediately move up to 10 feet without provoking Opportunity Attacks.
- Crashing Boom. The attack deals additional Thunder damage equal to one roll of your Martial Arts die.
Air's grace
Your movements become as light as a passing breeze. You have learned to ride the currents of air and move with effortless agility.
You gain the following benefits:
- You gain a climbing speed equal to your Speed.
- Your movement is unaffected by Difficult Terrain.
- Your jump distance is doubled.
Flow like the wind
You gain the following benefits:
- Your Speed increases by 10 feet.
- You gain a Flying Speed equal to your walking Speed, but you must end your turn on solid ground. If you are still airborne at the end of your turn, you gently descend up to 60 feet to the nearest unoccupied space on the ground without taking falling damage.
Tempest burst
Once on each of your turns, immediately after you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to unleash a Tempest Burst.
Each creature of your choice within 15 feet of you must make a Strength saving throw against your Focus save DC.
On a failed save, a creature:
- Takes 4 rolls of your Martial Arts die as Thunder damage.
- Is pushed up to 20 feet away from you.
- Falls Prone.
On a successful save, it takes half as much damage and isn’t pushed or knocked prone.
Air Sphere
As a Bonus Action, you can spend 2 Focus Points to create an Air Sphere around yourself, which lasts for 1 minute. The sphere ends early if you are incapacitated.
While your Air Sphere is active, you gain the following benefits:
- Your Speed increases by 10 feet.
- Opportunity Attacks against you are made with disadvantage.
- You cannot be knocked prone against your will.
- Ranged weapon attacks against you are made with disadvantage as powerful winds deflect arrows, bolts, and other projectiles.
Vacuum prison
once on each of your turns when you hit a creature with an Unarmed Strike, you can force that creature to make a Constitution saving throw against your Focus save DC.
On a failed save, the creature becomes trapped within a sphere of vacuum until the end of your next turn.
While trapped:
• Its Speed becomes 0.
• It is Restrained.
• It cannot speak.
• It cannot cast spells with verbal components.
• It cannot take Reactions.
• It begins Suffocating.
• At the start of each of its turns, it takes 8 rolls of your Martial Arts die as Force damage.
The creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a success.
A creature that succeeds on the saving throw is immune to Vacuum Prison until the start of your next turn.
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