Monastic Tradition - Way of the Whirlwind

by Ikaguia

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Way of the Whirlwind

Monks of the Way of the Whirlwind rarely stay in a single place for a long time. They spend most of their time journeying between monasteries and connecting themselves with the raw forces of the wind.

In the time they do spend on the monasteries, or other fixed location, they are always eager to move on, but maintain a calm facade, waiting for the right moment to move.

Whirlwind force

Starting when you choose this tradition at 3rd level, you learn to canalize the raw force and speed of the wind.

Immediately after you perform an unarmed or monk weapon attack, you may choose to move up to 10 feet towards an enemy you did not yet hit this turn, without provoking attacks of opportunity from enemies you hit this turn.

Additionally, if you hit a creature with both attacks granted by Flurry of Blows, it must suceed on a Strength saving throw or be pushed 10 feet away from you.

Step of the Whirlwind

At 6th level, you gain the ability to temporarily walk on air.

Whenever you use your Step of the Wind, you also gain flying speed equal to your current walking speed until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft.

Additionally, whenever you hit an enemy that you didn't hit before on this turn with an unarmed or monk weapon attack, it takes additional damage equal to your Martial Arts die.

Shifting Wind

At 11th level, your control over the air improves.

As an action, you can use your bonus action and spend 3 ki points to manifest a 5-foot radius whirlwind around you for 1 minute, or until you dismiss it (no action required).

For the duration, the area within 5 feet of you is difficult terrain for creatures other than you and you have advantage on Acrobatics ability checks.
Additionally, ranged attacks that pass through the whirlwind are made at disadvantage.

Aspect of the Wind

At 17th level, you master the forces of the wind.

When you manifest the whirlwind from your Shifting Winds, you may spend an additional 3 ki points to empower it.

While the whirlwind is empowered, a hostile creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind's space or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

As a bonus action while the whirlwind is empowered, you may spend a ki point to quickly expand it. All hostile creatures within 10 feet of you must succeed on a Strength saving throw or be tossed 20 feet up on the air and 20 feet away on a random direction.

Additionally, while the whirlwind is active, it counts as support to hold you aloft for your Step of the Whirlwind.
















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