Monk
Base Class: Monk

The monks that follow the Way of the Wind find it easy to adapt to new situations. Through their meditative training, they have learned how to quickly change their strategies.

Improved Deflect Missles

When you choose this subclass at level 3, you learn to bend missiles for easier catching. Throwing back a projectile no longer costs a ki point.

Staggering Blow

Also at level 3, you gain the ability to wind your opponents with your attacks. When you make a melee weapon attack using your Martial Arts Die, you can spend 2 ki points to force the target to make a (DC equal to 10+ your Dexterity Modifier +your Wisdom Modifier) Constitution saving throw or be unable to use their bonus action or reaction for their next turn. The target automatically succeeds if they have the inability to breathe due to a permanent source (undead and constructs, but not someone suffocating).

Tailwinds

Starting at level 6, you can harness your ki to shift the winds around you. You can use your bonus action to spend 3 ki points and change the direction of the wind in a 200 foot radius centered on you, as well as causing the wind speed to go anywhere between 0 to 25 mph. This effect stays centered on you and lasts for 10 minutes or until you dismiss it as a bonus action.

Improved Evasion

Beginning at level 11, you have studied the flow of winds and incorporated them into your technique. You can add your Wisdom modifier to Dexterity saving throws, and you gain a flight speed equal to your walk speed, doubled in favorable winds.(Such as in the Tailwinds Class Feature)

Wind Wrath

Starting at level 17, you have empowered your very being with wind. Your unarmed strikes now have a range of 15 feet and you also gain advantage on initiative rolls. In addition, if you are directly above your target’s head, you deal an additional 1d12 bludgeoning damage with your unarmed strikes.

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