Base Class: Monk
Monks that follow the Way of the Ever-Moving Air do not feel comfortable in enclosed spaces or being confined. They draw their inspiration from the always changing air currents that pass around their bodies. As such, they prefer to avoid confrontation and are known as peacekeepers. If they are forced to fight, they are experts at hit-and-run tactics and use their mobility to enhance their capabilities.
Air Initiate
When you chose this tradition at 3rd level, your affinity to the element of air begins to manifest itself in your martial techniques.
- As an action, you can spend 2 ki points and choose a creature within 30 feet of you. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend (maximum ki points used to enhance this ability is equal to your proficiency bonus).
- As a reaction, you can spend 2 ki points to cast the Fog Cloud spell centered on the Monk or Featherfall (casting time rules apply).
- When an enemy ends its turn in an adjacent space, the monk can spend 1 ki point to immediately move up to half its speed as a reaction. This movement does not provoke an attack of opportunity.
Additionally, you gain the Gust cantrip if you don't already know it.
Air Novice
At level 6, continued training with air element has enhanced your ability to control and move like the wind.
- You can use Misty Step thrice per short rest.
- As an action you can spend 3 ki points to cast Hold Person, Calm Emotions, Gust of Wind, or Levitate
Air Expertise
By 11th level, you feel comfortable with the wind and it further enhances your speed, evasion, and control.
- As an action, you gain the effects of Longstrider and Jump for 1 minute. This ability can be activated 3+ your Wisdom modifier times per long rest.
- Your ability to anticipate and deflect attacks continues to improve. As long as you are wearing no armor and not wielding a shield your AC equals 10 + your Dexterity Modifier + your Wisdom modifier + half your proficiency bonus (rounded down) to AC
- As an action you can spend 4 ki points to cast Wind Wall, Gaseous Form, and Hold Monster
Air Mastery
At 17th level, your comfort with the air and open spaces manifests in the capability to manipulate strong air currents.
- You can fly as if the fly spell has been cast upon you for up to 1 hour per long rest. The effect is cumulative and can be canceled after 1 minute of use.
- Monk attacks that use the martial arts damage die are 1 step higher (i.e. 1d10 becomes 1d12).
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