Monk
Base Class: Monk

Monks of the Way of the Verdant Wind hold no virtue higher than that of heroism. To protect those who cannot protect themselves, to move before there's a chance to think, to run into danger no matter the cost, those are the tenets of this tradition. Those who follow the Way of the Verdant Wind learn to shroud themselves in their ki in order to move faster, jump farther, and hit harder, eventually striking with such force that the wind itself follows.

Ki Shroud Technique

3rd-level Way of the Verdant Wind feature

Starting when you choose this tradition at 3rd level, you learn to enshroud your limbs with your ki, enhancing the techniques you already know.

  • When you spend a ki point to use your Flurry of Blows technique, instead of making two unarmed attacks, you can make a single unarmed attack, and deal 2 extra damage die of force damage. In addition, you can empower the strike by spending a number of ki points up to your proficiency bonus. For each ki point you expend in this way, you do an additional die of force damage. You must choose whether or not to spend these ki points before you make the attack roll.
  • When you spend a ki point to use your Patient Defense technique, if a creature misses you with an attack and is within range, you can use your reaction to take an attack of opportunity against them.
  • When you spend a ki point to use your Step of the Wind technique, your jump distance becomes equal to your movement speed, even when making a standing long jump or standing high jump. In addition, while you dash, you can use a wall as a midpoint to jump off of so long as you do not take any actions until the next jump is taken. For instance, if you have a gap that is 50 feet wide, when you dash using Step of the Wind, you could jump at an angle across the gap, jumping 30 feet, then jumping off the wall to cover the rest of the distance.

Tempest Strike

6th-level Way of the Verdant Wind feature

When you make an unarmed strike, you can spend 2 ki points to create a forceful blast of wind. You create a line of strong wind that is 60 feet long and 10 feet wide and originates from you. Each creature within the line must make a Strength saving throw against your ki save DC or be pushed 15 feet away from you in a direction following the line. The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Empowered Ki Shroud

11th-level Way of the Verdant Wind feature

You have learned to extend the ki shroud to your entire body. As a bonus action, you can spend 5 ki points to shroud your body in empowered ki for 1 minute. While in this state, you gain the following benefits:

  • Your movement speed is increased by 10 feet.
  • You add your Dexterity modifier to all Strength checks and Strength saving throws.
  • If you use an action to attack, dodge, or dash, you can use the extra benefit offered by your Ki Shroud Technique feature without needing to spend a ki point.
  • Strong wind blows around you in a 10 foot radius. It deafens all creatures of your choice within the area, extinguishes unprotected flames that are torch sized or smaller, it hedges out vapor, gas, and fog that can be dispersed by strong wind, the area is difficult terrain for creatures of your choice, and attack rolls of ranged weapons have disadvantage if they pass through the area.

Typhoon Ascension

17th-level Way of the Verdant Wind feature

Your ki shroud grows even more powerful. While your empowered ki shroud is active, your additional movement speed is increased to 20 feet, and each attack you make has an additional damage die of force damage. In addition, you can use an action to spend 2 ki points and produce a massive blast of wind that creates an effect until the start of your next turn. You choose from the following effects:

Gust

Wind blows continuously from you in a horizontal direction you choose, covering an area 50 feet wide and 100 feet long. Ranged weapon attacks that enter or leave the area have disadvantage, and creatures of your choice that are moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft

You create a sustained blast of strong wind to blow downward in 50 foot cube originating from you. Ranged weapon attacks that pass through the area or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw against your ki save DC if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft

You cause a sustained updraft within a 50 foot cube originating from you. Ranged weapon attacks that pass through the area or that are made against targets within it have disadvantage on their attack rolls. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

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