Monk
Base Class: Monk

The "Wind" surrounds everything.  The Monks of the Way of the Wind see this untapped energy and can tap into the force to empower their ki.  Legends tell of Monks who have leaped over caverns, lifted mountains, and single handily defeated Orc armies.  

For these Monks the more they empower themselves with the "Wind" the more they are called to it.  Some believe that this power comes from the connection between Ethereal and Material Planes.  Monks of the Way of the Wind are warned that if they push themselves too far into its power, they may be lost to the Ethereal plane forever... 

Way of the Wind

Starting when you choose this tradition at 3rd level, you can tap into the "Wind" to focus your ki. You gain the following benefits:

  • When using your Flurry of Blows ability your unarmed strikes inflict additional damage equal to your Wisdom Ability Modifier (Minimum of 0). 
  • You can use a Bonus Action to spend 1 ki Point to gain advantage on all Athletics (STR) or Acrobatics (DEX) check for a number of rounds equal to your Wisdom Ability Modifier (Minimum 0)

Extension of Self

At 6th level, you gain the ability to extend “Wind” out of your body to protect your allies. You can use your Reaction to spend 1 ki point to interpose yourself between an attacker and ally within 10 feet of you.  You take the effects of a single attack in place of your ally, but the attack is made with Disadvantage and you gain resistance to all damage with the exception of Force damage until the end of the current turn. 

You can use this ability a number of times equal to your Wisdom Ability Modifier. You regain all uses of this ability on a long or short rest. 

Call of the Wind

Beginning at 11th level, you can harness the "Wind" to add even more power to your strikes.  As a bonus action you can spend 3 ki points to add additional damage equal to your Wisdom Ability Modifier (Minimum of 0)  to all of your Monk Weapon and Unarmed strikes for 1 minute. If you utilize this ability more than once per short rest you have a 20% chance to be shifted to the Ethereal Plane for 1 minute.  Each additional use of the ability increases this chance by 20% and resets when you finish a Short Rest.

Wind Warrior

At 17th level, you gain the ability to full tap into the Wind and embrace its power.  Once per day you can spend an action to call to the "Wind" and become infused with its  power.  For one minute you have the following abilities::

  • Advantage on Athletic (STR) and Acrobatics (DEX) for the duration of the ability
  • Your standing high jump and long jump is tripled for the duration of the ability
  • As a bonus action you can spend 2 Ki points to swirl “Wind” around you in a 10 ft sphere. Each creature within 10 ft is pushed back 10 feet and takes 5 points of Force damage + your Wisdom ability modifier (minimum of 0). Each creature must also succeed on a Dexterity Saving Throw or be knocked Prone
  • As a bonus action you can spend 2 Ki point to explode "Wind" force from you. Each creature within 10 ft must make a Wisdom Saving Throw or be Stunneduntil your next turn
  • As an action you can spend 2 ki point to cast Magic Missile as a 3rd level spell. You add your Wisdom Ability Modifier (Minimum of 0) to the damage of each dart thrown via this method. 

Once you use this ability, you cannot use it again until you take a long rest. 

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