Monk
Base Class: Monk

Way of the Dynamic Wind

Monks of the Way of the Dynamic Wind have learned to harness the power of wind itself. By using their Ki to control the wind, students of this tradition have learned to create duplicates of themselves, heighten their senses, and even fly. Monasteries of this tradition are often isolated far away on high mountain tops. Because of this, seeing a student of this tradition is quiet rare.

(My edits to the "Way of the Shifting Winds" Monk homebrew tradition)

 

Tricky Winds

Starting at 3rd level, you learn how to manipulate the air around you to create illusory duplicates of yourself. As an action, you may teleport up to 30 feet to an unoccupied space that you can see. When you teleport, you create a Wind Clone in your previous place. The clone last for one minute or until destroyed. You may choose to destroy your clones as a free action. At 3rd level, you may only have one clone active at any one time; you gain the ability to create +1 more clones at 6th level, and 17th level (ex: you can create up to 3 clones at 17th level). Attempting to create another clone above your clone capacity always destroys the oldest clone. Wind Clones don't benefit from magic items attuned to you.

A Wind Clone is completely identical to you in both appearance and feel. While they may have a slight form to them, the wind is not a proper substitute for a body; a Wind Clone’s maximum hit points is equal to your monk level + your Wisdom modifier, and it counts as a construct where healing magic is concerned. Wind Clones are immune to mental effects such as dominate person or detect thoughts, as well as to poison, psychic, and necrotic damage. If a clone is forced to make a saving throw, for instance to avoid the effects of a fireball spell, it uses your Wisdom saving throw modifier, regardless of the type of save stipulated by the effect.

As a bonus action on your turn, you may move any number of your active Wind clones up to your movement speed and cause them to make one attack each against a target within 5ft of them; you must be able to see all points of travel, and their target. A Wind Clone attack deals bludgeoning damage equal to your Wisdom modifier, and the attack bonus equals your proficiency bonus + your Wisdom modifier.

A creature can discern that a Wind Clone is not truly you with a successful Wisdom (Insight) or Intelligence (Investigation) check against your Ki save DC.

Wind's Fury

At 6th level, You learn the art of misdirection using wind. You may spend 2 Ki points as a reaction to swap positions with a Wind Clone that you control within 30 feet of you. You must be able to clearly see your clone. You can use this ability only once per short rest. You gain the ability to use this more often by +1 at 11th level, and 17th level (ex: you can use this ability three times per short rest at 17th level). Your range for this action increases to 60 feet at 11th level and to 100 feet at 17th level.

One With Wind

At 11th level, you gain the ability to become one with the wind to become weightless and fly. You have a base flying speed equal to your movement speed.

Also at 11th level, Your enhanced understanding of the wind grants you the ability to sense all movement within a 30 foot radius from you. You gain a 30 foot radius blindsight.

Additionally, you no longer need a line of sight on your clones to move and attack with them.

Master of Deceiving Wind

At 17th level, you have mastered the art of Wind Cloning. When you teleport and create a clone using your Tricky Winds ability, you may create an additional clone (ex: you create 2 Wind Clones when you use your Tricky Winds Feature).

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