Base Class: Monk
Monks of the Way of Air are dedicated to the air element. They train their mind and body to be as flexible and changeable as the wind. They also use ki to gain direct control over the air. They are half scholars and half martial warriors. A lot of them train at Akadi's Monastery in the Temple of the Wind on the Mount Tesh. To have the power of the air, it means to be flexible and to push forward.
Control over the Air
When you choose this monastic tradition at level 3, you learn gust cantrip and feather fall spell. You learn additional spells at levels 6, 11, and 17. You can cast those spells freely, providing no material components, but for every spell, you have to spend certain amount of ki points to cast it. Wisdom is your spellcasting ability for these spells.
gust costs no ki. feather fall costs 1 ki point. At 6th level you learn gust of wind which costs 2 ki. At 11th level you learn wind wall which costs 3 ki. At 17th level you learn control winds which costs 5 ki.
Fast as the Wind
Also at 3rd level, you gain the following enchantments of your ki features.
Huricane - When you use Step of the Wind feature, you are capable of moving trough the opponent's spaces and you can deal damage equal your Martial Arts dice to creatures that are within 5 ft. of you during your turn, up to number of creatures equal your Wisdom modifier. Damage type is the same as you were attacking them with unarmed strikes.
Reflex of the Wind - While you are using your Patience Defense feature, while a creature within 5 ft. of you makes a melee attack against you, you can use your reaction to make a unarmed strike against it.
Wind Blow - When you use Flurry of Blows feature, you can decide for your unarmed strikes to deal thunder damage instead of bludgeoning damage.
Unstoppable Gust
At 6th level, when you use your Stunning Strike you can expand two additional ki points to give the target of the Stunning Strike disadvantage on a saving throw. If you do so, you can additionally, as part of this attack, release 15 ft. pulse of wind originating from you in the direction of your target. Any creature in range must make a Strength saving throw. On a failed save, creature is knocked 10 feet away from you, prone.
Skyfall
At level 11, when you fall at least 30 feet, you can expand 3 ki points and perform special attack as part of your attack action. All creatures within 15 ft. of a place where you landed take 1d4 thunder damage for every 10 feet you fell before landing, up to 20d4, and are forced to making saving throw, being knocked 10 feet away from you, prone on a failed save. Creatures on which you directly landed take double damage and have disadvantage on a saving throw.
Avatar of Wind
Starting at 17th level, you can use all your force to became avatar of wind. As a bonus action, you can expend 5 ki points to gain following benefits:
- You gain all effects of your Fast as the Wind feature without need of using any Ki features.
- You can make one additional attack as a part of your attack action.
- You gain flight speed equal to your speed.
- Creatures within 30 feet of you have to use twice much movement to move towards you.
- You don't provoke opportunity attacks.
- Your unarmed strikes deal additional 1d4 thunder damage.
This transformation lasts a minute. After it is complete, you suffer one level of exhaustion. You can't use this trait again until you finish short or long rest.
Previous Versions
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