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### Monk: Way of the Sky Monks of the Way of The Sky are treated differently as students compared to many other Disciplines. A fluid free form fighting style and limitless mobility gives these monks an imposing presence as they soar across the battlefield. The students are told from the moment they begin training, the sky's the limit and they'll reach it one day. This motto is both in a metaphorical, and almost literal sense, as the monks of this discipline are taught agility, parkour, and have an unnatural lightness in weight. #### Light as Air When you choose this tradition at 3rd level, you gain expertise in the Acrobatics skill. Also, when calculating the distance for your long jump and high jump, you can use your Dexterity instead of strength, and you can add a number equal to one half your monk level. #### Soaring Onslaught At 3rd level you can spend 1 ki point to choose an enemy within a 30 foot sphere of you that you can see, including upwards, and jump towards them, using no additional movement, and take the attack action. If you attack any creature in the air in this way, you will remain in the air next to it, hovering where you had initially leaped to until the end of your next turn, or you choose to fall at any point on your turn. #### Leap of the Wind Starting at 6th level, instead of using your Step of the Wind, you can spend 2 ki points to use Leap of the Wind. Upon using Leap of the Wind, you gain the effects of Step of the Wind, along with the following effects until the end of your next turn. * The remaining movement on your turn ignores difficult terrain as you quickly leap over it. * Your jump height or length increases by a number equal to your wisdom modifier. * You also gain the effects of the Dodge action. \columnbreak
#### Aerial Combatant At 11th level, you've weaved your maneuverability and your combat so closely together that they work hand in hand at almost all times. If you do a full distance jump with a running start and land within 5ft of a hostile creature, use Soaring Onslaught, or use Leap of the Wind, you can add your wisdom modifier to the damage of the next attack you make. #### Sky's The Limit By the time you've reached 17th level, you've nearly reached your peak, and you're ready to touch the sky, aswell as showing others how to. Upon hitting an unarmed strike, you can spend 4 ki points to have opponent take an extra 5d10 force damage and be launched upwards a distance equal to 3 times your high jump height. The creatues speed becomes 0, and hovers in place for up to one minute, until you choose to end the effects on your turn, or until the creature passes a Wisdom saving throw which it will make at the end of its turn on each subsequent turn. The creature is considered prone until the effects of this ability end. While this creature is in the sky, your jump height triples, and your Soaring Onslaught distance increases to a 90 foot sphere.
##### Aerial Combatant; Practicality Effectively, this means if you travel at least 20 feet in a straight line against a creature, use Soaring Onslaught, or use Leap of the Wind, the effect occurs.