The Way of the Whispering Wind monastic tradition focuses on emulating the tranquility and power of wind. Their abilities include gaining resistances when using Patient Defense, allowing allies to reroll attacks or reduce damage taken as a reaction by using their voice like the breeze, and dashing invisibly or striking additional blows when allies score critical hits.
The Way of the Whispering Wind monastic tradition focuses on emulating the tranquility and power of wind. Their abilities include gaining resistances when using Patient Defense, allowing allies to reroll attacks or reduce damage taken as a reaction by using their voice like the breeze, and dashing invisibly or striking additional blows when allies score critical hits.
The Way of the Whispering Wind monastic tradition focuses on emulating the tranquility and power of wind. Their abilities include gaining resistances when using Patient Defense, allowing allies to reroll attacks or reduce damage taken as a reaction by using their voice like the breeze, and dashing invisibly or striking additional blows when allies score critical hits.
saving throw. On a fail, it takes psychic damage equal to Way of the Whispering Wind three rolls of your Martial Arts die. The amount of damage increases if you spend more ki points within The Monks of the Way of the Whispering Wind have your reaction. For each extra ki point expended within learned to emulate the tranquility and fury of the wind your reaction, you roll one additional Martial Arts die on as principles of their martial discipline. Adherents to the damage. teachings of this tradition can be as calm as the sound of a falling leaf, or as fierce as the storm at sea. Created by: Sir Castor Temperance At 3rd level, you have a number of free uses of Patient Art Credits: Defense equal to your proficiency bonus. Moreover, Kosei, Penitent Warlord - Magic: The Gathering - Wizards of when you use your Patient Defense you can select one the Coast damage type resistance of your choice, which lasts until the start of your next turn. Background: Image by rawpixel.com on Freepik Mild Voice At 3rd level, your voice travels across the battlefield like Fan Content Policy the like the breeze between the trees. As a reaction, you This work is unofficial Fan Content permitted under the Fan can give one of the benefits below as to any allied Content Policy. Not approved/endorsed by Wizards. Portions
creature that you can see within 15 feet of you, provided of the materials used are property of Wizards of the Coast.
Focus on the Sounds. If an ally fails an attack roll, you
can allow it to roll one additional die . On a hit, it deals additional damage equal to your Wisdom modifier. Relax Your Breathing. If an ally gets damage, you can reduce the damage taken by one roll of your Martial Arts die. Redirect the Air. If an enemy misses a melee weapon attack against an allied creature, you can allow your ally to use its reaction to make a melee weapon attack against that enemy. You can use this feature a number of times equal to 1 + your Wisdom modifier, and regain all the expended uses after a short or long rest. One with the Wind At 6th level, when you use Step of the Wind, you can only take the Dash action as a bonus action, but you become become invisible until the end of your next turn. This effect ends early if you take an action other than move or a reaction. Blizzard Strike At 11th level, when an allied creature you can see within double your range of movement makes a critical hit against an enemy, you can use your reaction to move in a straight line toward its target (as if taking the Dash action) and deals an additional damage equal to two rolls of your Martial Arts die + your monk level. Once you use this feature, your speed movement is reduced to 0 until the end of your next turn. Mind of Zephyr At 17th level, you have developed a peace of mind as imperturbable as the gentle winds that blow from the west. Whenever a creature tries to read your thoughts, or deal psychic damage to you, you can use your