Way of the Windwalker (5e Subclass)

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Windwalker[edit]

This is a monk subclass.

The Monks of Azeroth usually follow Pandaren monastery tradition, ever since they were subjugated by the mogu. They usually act independently from factions, seeing the ebb and flow of right and wrong to belong with neither sides, and can be found in the most unusual of places, seeking wisdom or enlightenment. You are focused on hand-to-hand combat and evasion of the enemy’s blows. Windwalkers are usually the most confrontational of the monk disciplines. Starting at 3rd level, you gain the following subclass features.

Path of The Windwalker

Starting at 3rd level, you gain the following subclass features:

Imbue into Brew. You can spend multiple Ki points into imbuing brews (alcohol, tea, etc.) you know. This spent Ki cannot be regained so long as the brew is still active. While so imbued, drinks grant specific bonuses to the imbiber (much like potions). This is detailed further under the Brewer ability (see below).

Stance of The Ferocious Tiger. Starting the moment you choose this path, your fighting style resembles tiger kung fu, and as a reaction, any time a creature within 5 feet of you fails a melee weapon attack against you, you may use your reaction to make an attack at them.

Fists of Fury. On a critical hit with Flurry of Blows, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Master of Combinations

Upon reaching 6th level, you gain the following new Ki powers and add them to your repertoire.

Rising Sun Strike. As a bonus action, you may expend 1 ki point to perform an upwards kick, dealing unarmed damage and imposing an additional effect. You may choose between dealing extra 2d6 fire damage now, or adding 1d6 fire damage to any melee weapon attack you make against the target for one minute. They may make a Strength saving throw against your DC to half the direct damage and negate the vulnerability.

Blackout Strike. As a bonus action, you may expend 1 ki point to perform an roundhouse kick, dealing unarmed damage and imposing an additional effect. You may deal 1d4 necrotic damage every round for 1 minute. On a critical success, you gain 2 ki points.

Disabling Strike. As a bonus action, you may expend 1 ki point to strike the enemy’s pressure points, dealing unarmed damage and imposing an additional effect. On a successful hit, the target’s movement speed is halved until their next turn. They may make a Strength saving throw against your DC to half the direct damage and negate the effect. This effect can stack.

Serenity

Starting at 11th level, you score a critical hit on a 19-20. If you already possess this range, the range increases by 1 point (18-20). When you score a critical hit, you regain 2 Ki.


Ki Explosion

Starting at 17th level, Your mastery of Ki has taught you the means to cause the life force of other creatures to implode at a mere touch. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 force damage per ki point spent on a failed save, or half as much damage on a successful one.


Brew Mastery

You gain proficiency in brewer supplies. The drink is suffused with your power, and confers a benefit to whoever drinks it. Drinking a brew is a bonus action, and grants one of the below benefits for eight hours, until they take a long rest, or until they make use of three uses of the effect (whichever comes first). After the drink is consumed, your Ki maximum is restored to normal (and can rest to regain the lost Ki). A creature cannot benefit from more than one brew at any given time, and cannot benefit if they do not require drink or food to stay alive, or if they cannot reasonably process drinks. The brew can also be force-consumed with a melee unarmed attack or as part of a grapple check. You gain one brew recipe per proficiency bonus.

Fortifying Brew

All creatures who drink this brew become resistant to bludgeoning, slashing, and piercing damage.

Elusive Brew

All creatures who drink this brew can use a reaction to perform the dodge action.

Dizzying Haze

All creatures who drink this brew suffer from light obstruction to Perception, and lose 10 feet of speed for one minute. The creature can make a Dexterity saving throw to negate the obstruction to vision and negate the reduction to speed. If targeted with a fire spell or effect, the creature is set on fire, taking 1d4 fire damage on the start of each of its turns until they use an action to set it out. This requires an Dexterity saving throw against your ki DC. Unlike most brews, the benefit of this brew can be used once.

Thunder Focus Tea

All creatures who drink this brew have advantage of Perception and Concentration checks.

Tigereye Brew

All creatures who drink this brew can add their wisdom modifier to melee weapon damage rolls.

Ki Guard Brew

All creatures who drink this brew take 2 less points of damage from weapon attack rolls. This does not stack with the Paladin’s Devotion Aura and similar effects. You may brew and imbue as much drinks as your Ki allows, though the ki dissipates naturally over the course of three days. This is considered a ki feature, and has the same DC to resist.

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