Monk
Base Class: Monk

Monks of the Way of the Windborne study the flight of birds and how they twist and spin through the air. This form has been perfected at the reclusive Fortress of Birds in Skaldia. Monks who have trained there can be recognised by their billowing, tiered jackets and their soaring movement.
Windborne Monks are a constant reminder for foes to keep their eyes up.

Flighty Movement

Starting when you choose this tradition at 3rd level, your training to imitate the movements of birds has provided new ways to swoop and swirl through fights:
Twisting step - When a creature misses you with a melee attack roll, you can spend your reaction to move to an unoccupied space that's adjacent to the creature without provoking any opportunity attacks.
Plummeting strike - After falling at least 10ft on your turn, your next melee attack has advantage and deals additional damage equal to (fall distance/5). You can use this feature only once per turn.

Sudden flight

At 6th level, you can better harness the air around you to propel yourself through the air. When you use Step of the Wind, you gain a fly speed equal to your walking speed until the end of your turn. If you end your turn in the air, you start to fall.
In addition, once a turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction to use Twisting step.

Impossible perch

Starting at 11th level, you've honed your balance to a degree that belies your form. When you use your Patient Defence, you can end your turn on a wall or unstable footing, such as a lillypad or flagpole, without falling until after you move again, make an attack or until the end of your next turn. While perching, you have advantage against effects that would cause you to be moved or knocked prone.

Perfect gale

At 17th level, you can claim mastery over the winds surrounding you. When you are in the air, as an action you can spend 3 ki points to halt your movement by gathering the air around you in an updraft. You will not fall until after you move, make an attack or until the end of your next turn. The strong winds disperse gas, vapor, and extinguishes candles, torches, and similar unprotected flames in a 15-foot-radius.

When you use this action, ranged weapon attacks are deflected upward and automatically miss until the start of your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes