Base Class: Monk
You study your practice not from people, but from the wind itself. You may follow the wind, learn how it flows, and eventually, like a leaf in the wind, perfect your own abilities to work alongside it. In return for training with it, you gain a unity, and the wind itself may assist in your actions.
Command the Breeze
Your training with the movement of the wind has given you the ability, with the slightest tensing of muscles, to command a sudden wind.
You gain access to the Gust cantrip, which you can cast innately without need for verbal or somatic components. The DC for any saves from this cantrip is equal to your Ki save DC.
Move Like a Leaf
You move swiftly and are difficult to pin down. When you are hit with an attack, you can spend Ki points to cause the attack to potentially miss you. Increase your AC against that attack by 2 for each Ki point you spend. You may also use this to increase a failed Dexterity Saving Throw or a failed Acrobatics check against a grapple.
Improved Step of the Wind
When you choose to move, the wind comes to your aid. Whenever you use your "Step of the Wind" class feature, you may move an additional distance equal to half of your movement speed.
Light as a Feather
Starting at 6th level, your training on the wind has lightened your steps to weightlessness. When you are not wearing armor, you gain a flying speed equal to your unarmored movement bonus from the monk table and can hover in midair.
Additionally, you may spend 3 Ki points as a bonus action to gain a flying speed equal to your standard movement for 1 hour. This flight acts as a concentration spell - if you fail a concentration check upon taking damage or cast a spell requiring concentration, you lose flying speed from all sources and you fall until the beginning of your next turn.
Dance of the Wind
Starting at 11th level, your movements and the wind become completely one and the same, allowing you to begin a dance that pulls the wind around you to protect yourself. You may spend 3 Ki points to begin the Dance as a bonus action, molding the wind around you for up to 10 minutes. During this time, you gain the following benefits:
- Gain +1 to AC and increase your movement speed by 10 feet.
- You may spend 1 ki point to automatically succeed on "Deflect Missiles," reducing all damage to 0, provided the attack is one you are physically able to reflect.
- If you are take cold, fire, lightning, poison or acid damage, your dance becomes "infused" with the damage type. While "infused," you gain resistance to that damage type. When you take damage from a creature within 15 feet of you, as a reaction you may deal damage equal to two of your martial arts die of the elemental type to the attacker and cease being "infused." You may only infuse one element into your dance at a time, and cannot replace it until you use a reaction to end it.
All benefits go away when the dance ends. The dance ends early if you go unconscious, if your speed is reduced to zero, or if you end your turn without moving.
Guiding Gale
At 17th level, your abilities to move alongside the wind have progressed so well that your it becomes easier for your party to feel the breeze flow with their actions as well.
When you spend Ki to use "Step of the Wind" or on any subclass abilities, select creatures you can see up to your proficiency modifier. Those creatures gain a fly speed equal to their walking speed, +2 AC, resistance to bludgeoning, piercing and slashing damage, and can disengage as a free action until the end of your next turn.







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