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Way of Falling Leaves

Seasoned Warriors

A monk of this tradition often emulates a particular season, chosen during the process of their training. If you want to choose an affinity for a particular season, you can do so informed by your own associations with a season, or use the table below to decide.
Season Affinity
d4  Season
1 Spring. You embody nurturing, flexibility, and growth.
Summer. You embody passion, bravery, and daring.
Autumn. You embody reliability, unity, and discipline.
Winter. You embody finality, release, and remorse.
 

Rising Gale

Beginning at 3rd level, when you fall and you aren't incapacitated, you can glide up to 1 foot horizontally for every 2 feet you fall.   Additionally, when you use your Step of the Wind feature, you can immediately rise a number of feet straight up equal to or less than your walking speed. If you would fall as a result, you dont take any damage if the fall is less than or equal to the height of the jump.

Scattered Leaves

Also starting at 3rd level, you leave your foes scattered in your wake. Once per turn when you hit a creature with a melee weapon attack after falling at least 10 feet, or immediately after you land from a fall of at least 10 feet or more, you can imbue the strike with your momentum. The attack deals additional damage equal to your Martial Arts die, and the creature must succeed on a Strength saving throw against your ki save DC or be knocked prone.

Summer Breeze

At 6th level, the lightness of your steps is such that you barely seem to touch the ground. Walking through difficult terrain no longer costs you extra movement, and making a standing high or long jump no longer halves the distance you jump.

Autumn's End

Starting at 11th level, you strike with the finality of the last leaf of autumn. The distance you can glide with your Rising Gale feature is doubled, and when you glide you have advantage on the first melee weapon attack you make before, or immediately after, you land.

Spring Begins

At 17th level, when you use your Step of the Wind feature, you can spend 3 additional ki points as you rise to create a billowing updraft around yourself. Each creature of your choice within 10 feet of you must succeed on a Strength saving throw or be thrown upwards a number of feet equal to the height that you rise. A creature can choose to fail this saving throw if it wishes

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