Way of the Ventus (5e Subclass)

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Way of Ventus[edit]

This is a subclass belonging to the Monk class based off of the Way of the Elementalist (Air).

A Ventus Monk is an elf who trained at the floating Elven Sky Temple. Using their movements to generate energy, these monks extend their Ki from their body and manipulate the air around them, creating and manipulating air currents. They guard the clerics and priestesses of the Elven Sky Temple.


One With the Wind

At 3rd level you have learned how to use your movements to affect the air around you. You can do any of the following:


• Use your Patient Defense ability without spending Ki.

• Cast the Gust cantrip or spend 2 Ki to cast the Gust of Wind Spell.

• When you make an Unarmed Strike you can decide to generate a blast of compressed air or blades of wind instead as a ranged attack. These blasts or wind blades have a range of 30 feet, are magical, and deal bludgeoning (blast) or slashing (blades) damage equal to your Martial Arts Damage. If you hit with a blast of air, you may expend 1 Ki to force the target to make a Strength saving throw or be pushed 10 feet away and knocked prone. If you hit with the wind blades, you may expend up to Ki points equal to Martial Arts die size (1d4=1, 1d6=2, 1d8=3, 1d10=4) to heighten the damage of these winds by one Martial Arts die for every 1 Ki point spent.

• Divine winds lift you up causing you to float in the air and your speed is now flying speed. (If you are pinned/held down by more weight than you can carry, you cannot fly).

• Four Mithril Bracers appear on your forearms and lower legs. The Mithril Bracers have elvish script on them, right forearm bracer; Frozen North Winds, left forearm; Scorching South Winds, right lower leg; Storm East Winds, and left lower leg; Corrosive West Winds. When you make an Unarmed Strike with your right hand you can decide to make half the damage rounded down frost, with your left hand you can decide to make half the damage rounded down fire, with your right leg you can decide to make half the damage rounded down lightning, with your left leg you can decide to make half the damage rounded down acid.

• Air Senses, range 10 feet, you can sense the air being displaced by objects/creatures, the greater the difference between the air speed and the object/creature the easier it is to sense.


Wind Rush

At 6th level you have learned to use the winds to assist all your movements.

Your Slow Fall ability now be used on other targets and negates all falling damage and allows them to glide 5 feet horizontally for every 5 feet they fall.

You can now cast the Tailwind spell (affects are either the Jump or Longstrider spells) for 1 Ki point or 2 Ki points for both affects and target can use Dexterity in place of Strength when calculating jump distances as the winds aid in movement.

Arial Dodge, effectively Uncanny Dodge in the air, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Air Senses range gain an additional 10 feet. (Total range 20 feet)

Gale Force Winds

At 11th level you have learned how to manipulate the air currents around you with great power. As an action you cause gale force winds to spring to life within 120 feet of you. The winds can be up to 30 feet long, 10 feet wide, and 10 feet tall, and disperse at the start of your next turn. Any creature (other than you) in that area when used ,or enters this area ,or starts its turn there in must succeed on a Dexterity Saving Throw or suffer 1d8 bludgeoning damage and be knocked prone. These winds extinguish all unprotected flames in the area. You can spend up to 3 Ki points to heighten the damage of these winds by 1d8 for every Ki point spent.

Air Senses range gain an additional 10 feet. (Total range 30 feet)

Mastery of Wind

When you reach 17th level you have learned how to become one with the air currents all around you. By spending 5 Ki points you may cast the Ivestiture of Wind spell or the Misty Step Spell. Once you do so you cannot use this feature again until you finish a long rest.

Air Senses range gain an additional 10 feet. (Total range 40 feet)

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