Monks who follow the way of the winds embrace a lifestyle of motion and action. These monks will utilize their ki for the mobility and freedom to move. Monks of the Wind are as variable as the winds themselves; some being jovial and others cold and brutal. The one uniting factor is their desire for adventure and freedom.
Ride the Winds Level: 3
Beginning at 3rd level, you have learned how to utilize your ki to improve your mobility. When you use Step of the Wind, your movement speed and jump distance are increased by 10 feet. In addition to this your next attack that hits this turn deals an additional 1d4 thunder damage. You may spend any amount of additional ki to increase this effect: each additional ki spend increases your movement speed and jump distance by 10 feet, and increases the damage of your next attack that hits by an additional 1d4 thunder damage.
Dashing Strike Level: 6
Starting at 6th level, your attunement to the winds lends itself not only to your step, but also your strikes. When you take the dash action you can spend 1 ki and make a special attack as part of the dash called a dashing strike.
Your dashing strike deals thunder damage equal to your Martial Arts damage die + your Dexterity modifier + your Monk level when the attack is performed.
Crashing Strike Level: 11
Starting at 11th level, you can manipulate the winds around you with such ease that you are able to deliver a powerful whirlwind around you as you come crashing back down to the ground. On your turn you can spend 2 ki and perform a special action called a crashing strike.
Your crashing strike causes a blast of wind to launch out from your impact. Each creature within 10 feet of you must make a Strength saving throw, taking thunder damage equal to your Martial Arts damage die + your Dexterity modifier + your Monk level on a failed save, or half as much damage on a successful one.
The ki cost of this ability is reduced to 0 if you fell at least 20 feet immediately before performing this action.
Improved Strikes Level: 17
Starting at 17th level, your attunement to the winds has reached the point of mastery. You can control the winds around your dashing strikes as well as your crashing strikes.
When you hit a creature with a dashing strike you can impose one of the following effects on that target.
- The creature must succeed a Dexterity saving throw or be thrown 10 feet in the air and remains there until the end of your turn where it falls to the ground if it doesn’t have a fly speed.
- The creature must succeed a Strength saving throw or be pushed up to 20 feet away from you.
In addition, whenever you perform a crashing strike, you can apply any one of the following effects to it before you take the action.
- Creatures that fail their saving throw against your crashing strike are pushed up to 10 feet away from you.
- After performing crashing strike you can move through the space of creatures that were damaged by your crashing strike, and those creatures can not make opportunity attacks against you until the end of the turn.