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Way of the Cloud Walker

Monks that train under the Way of the Cloud Walker learn to make themselves lighter than air. Their movements, weapon attacks, unarmed strikes and attitude to life reflect the wind that rolls across the landscape. A cloud walker is defined by their gentle demeanor and the roar of their primordial fury.   A cloud walker often remains content in the world, refusing to make any choices and instead going with the flow. Their humility and honourable nature makes them a free spirit giving them exceptional versatility in social interactions.   Sometimes the members of this tradition come from monasteries hidden in the highest peaks of the world, on the backs of sky whales, or in the floating cities of Siglos. Historically, cloud walkers work alone or with a small band of adventurers, choosing to go where the wind blows rather than settle down in a specific location.

Floating in the Wind

Beginning when you choose this monastic tradition at 3rd level, you learn to subtly alter the air around yourself. You gain the following benefits:
  • Your long jump and high jump distance is doubled, and you are not affected by nonmagical difficult terrain.
  • While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any clothing you are wearing, is reduced to half its normal weight. You may choose to ignore this feature at any time, quickly returning to your natural weight.
  • As a bonus action, you create a harmless sensory effect within 15 feet using air, such as causing leaves to rustle, or your clothing to ripple in a breeze.

Gale Force Strike

At 3rd level, you can manipulate the air around your attacks and strike with devastating power. When you make a melee attack with a monk weapon or an unarmed strike on your turn, your reach for it is 5 feet greater than normal.   Additionally, once on each of your turns, when you successfully hit a creature with either of these attacks, you can push the creature 5 feet away from you or pull them 5 feet towards you. At 11th level, you can use this effect twice on each of your turns, but not against the same target.  

Purity of Breath

When you reach 6th level, you can hold your breath for a number of minutes equal to 1 + your Constitution modifier + your Wisdom modifier (minimum of 30 seconds). As a bonus action, you can expend a ki point to hold your breath for 1 hour. This benefit ends if you become incapacitated.   In addition, you have advantage on saving throws against toxic fumes, smoke, or other harmful substances that you breathe in.  

Zephyr's Reach

Also at 6th level, you can channel your ki to allow you to strike your opponents with furious wind currents. When you make your first melee attack with a monk weapon or an unarmed strike on your turn, you can expend a ki point to increase your reach to 30 feet until the end of your turn.  

Cutting Winds

Once you reach 11th level, when a creature within your reach moves as a result from one of your features, they take slashing damage equal to your martial arts die. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A creature can only take this damage once per turn.  

One With The Clouds

Finally, at 17th level, you have mastered your control over the winds, gaining the following benefits:
  • You gain a flying speed equal to your walking speed.
  • You can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away.
  • Any creature who has taken damage from you since the beginning of your last turn must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

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