# Way Of The Twelve Winds In all living things, there is a current of energy that ebbs and flows with the movements of those around it, always changing and yet forever consistent. These 'winds' allow for one who is truly attuned to the workings of the world to awaken their inner strength at a moment's notice. ### Breeze Of The Soul Beginning when you choose this class option, your variance is only a step towards supreme power. Whenever you change one of your Winds, you gain one of the following benefits until you change your Wind again: - You learn one language of your choice. - You gain proficiency in one skill of your choice. - You can hold your breath for three times as long. ### Winds Of Change Starting at 3rd level, you can modify your tactics with a calming thought. Whenever you finish a short or long rest, you can choose one of the following abilities to gain the benefits of until you finish a short or long rest. At 6th, 11th and 17th level, you gain an additional, separate set of Winds that you can choose from. **First Wind Of Innovation.** As an action, you can designate a creature you are aware of by spending ki. For a number of minutes equal to five times the ki point spent, you are aware of that creature's location relative to yourself as long as you are both on the same plane of existence. **Second Wind Of Transition.** If you hit a creature with two unarmed attacks on your turn, you can give the creature a penalty to its next damage roll equal to your Wisdom modifier (a minimum of 1). **Third Wind Of Exchange.** When you use your Flurry Of Blows ability, you can choose to spend 2 ki on the ability and make 3 unarmed attacks instead of 2. ### Winds Of Disaster Beginning at 6th level, you can choose from one of the following Winds to learn: **Fourth Wind Of Bedlam.** If you land at least two unarmed strikes on your turn, you gain a +1 to your AC until the start of your next turn. **Fifth Wind Of Conquest.** If you spend ki on your turn, you gain a +1 bonus to all saving throws you make until the start of your next turn. **Sixth Wind Of Anarchy.** You can use your action to spend 2 ki points and gain proficiency in one tool, skill, saving throw or weapon of your choice for 1 hour. ### Winds Of Acceptance Beginning at 11th level, you can choose from one of the following Winds to learn: **Seventh Wind Of Peace.** When you are subjected to a spell or similar effect that forces you to make a Strength, Dexterity, or Constitution saving throw, you can spend ki to immediately move up to 5 feet per ki point spent, removing yourself from the area. **Eighth Wind Of Forgiveness.** Whenever you spend ki, your speed increased by 5 feet until the end of your next turn. **Ninth Wind Of Assent.** When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn. ### Winds Of Salvation Beginning at 17th level, you can choose from one of the following Winds to learn: **Tenth Wind Of Retribution.** Whenever you land an unarmed strike, the next unarmed strike you make before the end of your next turn has a range of 15 feet. **Eleventh Wind Of Redemption.** Your Martial Arts die becomes a d12. **Twelfth Wind Of Reprieve.** If you hit at least three unarmed strikes on your turn, you regain one expended ki point.
> ##### Art Credit > > ["Meditating"](https://www.artstation.com/artwork/Q1r4) by Sebastian Knowoll