Base Class: Monk
The studying and harnessing of their own ki grants all monks extraordinary mobility. Some, however, choose to further focus on this ability and push the limits of what the human body can do.
Monks who follow the Way of the Air Step take their ability to jump to new heights. They control themselves in the air in ways that seem impossible, and turn that control into a potent weapon.
Air Step Technique
Starting when you take this tradition at 3 level, you can use your Dexterity modifier instead of your Strength modifier to calculate your jump distance. You can also add your proficiency bonus to the distance.
In addition, when you jump, you can land on a creature in range. The creature makes a Dexterity saving throw or takes bludgeoning damage equal to your Martial Arts die and is knocked prone. If you land on another creature, you take no fall damage. This is considered an attack.
Note: The techniques these monks practice are only possible through mastery of jumping. You cannot activate any of these features from heights that you have flown to or been lifted to through other means.
Guided Impact
At 6 level, you learn how to direct your fall against enemies. After you jump, you can expend 2 ki points to add the fall damage a normal creature would have taken to the damage you deal when you land on a creature. You can only use this feature once per turn.
In addition, when you land on a creature and another creature is within ten feet, you can jump off the first and land on the second, dealing your Martial Arts damage.
Midair Maneuvering
At 11 level, you gain uncanny mastery over your body while it’s in the air. While you are in the air, you can spend 1 ki point to jump again as if you were on solid ground. You can use this feature two times per turn.
Whenever you hit a creature with your Guided Impact, you can activate your Flurry of Blows feature without using a bonus action.
Controlled Weight
At 17 level, your movement in the air seems almost effortless, and you learn how to alter your rate of acceleration. You can expend 4 ki points to either become light, meaning that movement spent while jumping does not count against the total movement of your turn, or to become heavy, meaning that the fall damage calculated for your Guided Impact is doubled.
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