Base Class: Monk
The Way of the Four Winds is a monastic tradition that teaches you to harness the very elements of the wind. When focusing your ki you can draw out the raw power and use it as extension of your body. Some practitioners choose to focus solely on one aspect of this tradition, while others attempt to weave its many parts together.
A great many monks that follow this tradition tattoo their bodies with creatures and designs associated closely with the wind.
Fists of the Eastern Wind
Starting when you choose this tradition at 3rd level, your study of how the wind moves allows you to harness it as a weapon. Whenever you make an unarmed attack, the target must succeed on a strength saving throw or be pushed back 10 ft. This increases by 5 ft at levels 7, 11, 15, and 19.
When you make an attack action, you may spend 1 ki point to deal an additional die of damage.
Winds of the Frozen North
At 6th level, you gain the ability to channel your ki into freezing blasts of wind. Immediately after you take the attack action on your turn, you can spend 2 ki points to cast the ice knife spell as a bonus action
You can spend additional ki points to cast ice knife as a higher-level spell. Each additional ki point increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend the spell equals half your monk level.
Spear of the Southern Gale
At 11th level, you gain the ability to create a spear of semi-solid air that pierces through targets in a straight line. As an action, you magically create a shaft of and hurl it in a straight line you choose 5 ft wide by 120 ft long.
Each creature within the line must succeed on a Dexterity saving throw or take 2d6 cold damage. The spear stops early if it encounters a wall or sturdy barrier.
You can increase the spear’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Wind Spirit of the Western Reach
At 17th level, you become wreathed in a magical aura of wind and cold. You can summon or dispel this aura as a bonus action.
If a creature makes a melee attack action against you, they do so at disadvantage. If a creature hits you, you can use your reaction, to deal cold damage to that creature. The cold damage equals 5 + your Wisdom modifier.
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