Monk
Base Class: Monk

Meditating on the highest mountaintops, feeling each strand of your hair blown in the breeze. Monks who follow this path starts their journey spiritually, feeling the wind, embracing it, understanding it. Manifesting that understanding into the ability to control it.

Flowing Body

Starting when you choose this tradition at 3rd level, your body flows like air and your movement is free. You gain the following benefits:

  • When squeezing into a space one size smaller than your size, the area is no longer considered Difficult Terrain, and no longer imposes Disadvantage on attack rolls and Dexterity saving throws you make.
  • When being Grappled, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks you make to escape.
  • When making a standing high jump or a standing long jump, the distance you can cover is no longer halved.

Gale Step

Starting at 6th level, you can harness the winds and sail across them. As an action, you can spend 1 ki point to dash up to 15 feet in any direction. This movement does not provoke opportunity attacks, and during this movement, any creatures within 5 feet of you must make on a Strength saving throw against your Ki save DC, falling prone on a failed save.

Swaying Gusts

Beginning at 11th level, you can manipulate the gusts of wind around you to alter the path of projectiles. If a Ranged Attack passes within 10 feet of you, you can use your reaction to impose either Advantage or Disadvantage on that Attack roll. You must be able to see the attacking creature, as well as the targeted creature in order to gain the benefit.

Tempest Storm

At 17th level, you can channel the air around you to ravage your foes. As an action you can spend 4 ki point to draw on this power and unleash a cyclone of raging winds in a 30ft. radius centered on yourself. For 1 minute this area is considered Difficult Terrain for creatures other than you, and anything in it is considered Heavily Obscured. In addition, any creature who starts their turn in this area suffers 4d6 thunder damage and must make a Strength saving throw. On a failure, you can impose one of the following effects on that creature, and an effect ends if the creature exits the range of the storm:

  • You can push or pull the creature up to 20 feet in any direction.
  • You can knock the creature Prone. If a creature attempts to stand up from prone while in the storm, it must succeed on a Strength saving throw or it stays prone.
  • You can Grapple the target from range. When you make a Strength (Athletics) roll to maintain the Grapple, you can use your Wisdom modifier + Dexterity modifier in place of your Strength modifier.

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