Base Class: Monk
Wind walkers; an art of controlling the air around you, mastering the wind beneath your fingertips.
Harnessed Wind Strike
As a bonus action, you can harden the wind circling around you, condensing it into your fists. This special attack is a ranged attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is Bludgeoning, considered magical, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Dance with the Wind
At 6th level, you gain the ability to run across air; whilst moving, you can compress the wind beneath your feet, essentially jumping continuously as you run. If you stop, you can spend one turn suspended, before falling. This form of travel is considered difficult movement for you, until you reach 15th level.
If you take damage whilst moving through the air, you must make a concentration check; if you fail, you fall; this fall damage cannot be countered by slow fall.
In addition to this, you gain proficiency in the Acrobatics skill. if you are already proficient, you instead gain expertise.
Might of the Wind
At 11th level, you gain the ability to channel the wind around you. by spending 2 ki points, you can harden the wind around your fists, giving you the following abilities until the end of your next turn:
- Your attacks Deal extra Bludgeoning damage equal to your martial arts dice.
- You gain resistance to Bludgeoning damage.
- Once per turn, when you land a successful attack, you can attempt to throw the hardened winds at your target. your opponent makes a strength saving throw, the DC being 8 +prof + your wisdom modifier. on a success, they are knocked 10ft back; on a failed save, they are knocked 20ft back and sent prone.
Hurricane Strider
At 17th level, you gain the ability to harness the full power of the wind, creating deadly hurricanes around you. As an action, you can spend 5 ki points to create a 20ft diameter hurricane that centres on you, moving with you. The hurricane lasts for one minute, or until you are incapacitated, or end it (this doesnt require an action), and has the following effects.
- Ranged weapon attacks have disadvantage to hit you.
- Anyone who starts their turn in the hurricane (other than you) makes a dex save; on a failed save they take 3d10 bludgeoning damage (considered magical) and are pushed 10ft out of the hurricane; on a success they take half. (this movement does not provoke attack of opportunities.)
- The area counts as difficult terrain for anyone other than you.
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