The Way of the Tempest
You follow a monastic tradition that teaches you to harness the power of the zephyr. When you focus your ki, you can align yourself with the forces of creation and extend your abilities to warp the atmosphere around you, manipulating air and water, thunder and lightning.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as great birds, ships in a storm or the three simple whorls of alchemy.
When you choose this tradition at 3rd level, your learn forbidden arts that embody the very nature of the storm. You also gain resistance to Lightning and Thunder damage
At 3rd level, you gain the following abilities:
Graceful Nimbus: A whippet of wind spins around your feet, making you lighter than air. Spend 1 Ki. As a reaction, move 10ft in a single direction to an unoccupied space that you can see. If you are in mid air, you can use this ability as the spell Featherfall. This use also consumes a reaction.
Thunderous Fury: You imbue your fists with the force of a thunderstorm. Your unarmed attacks deal 1 extra lightning damage, increasing to 2 at 10th level and 3 at 17th level. In addition, if you spend 1 Ki, your next unarmed attack adds 1d6 thunder damage roll and the effects of the Thunderclap cantrip. The damage of the extra thunder effect increases to 2d6 at 10th level and 3d6 at 17th level.
In addition, you may use Zephyr Attunement at will as an action.
You can use your action to briefly control tempest forces nearby, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, or water, such as a puff of wind, a spray of light mist, or a small spark of electricity
- Instantaneously snuff out a candle, a torch, or a small campfire, or create a small electrical discharge
- Chill up to 1 pound of nonliving material for up to 1 hour.
- Cause water or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
- Create a small disturbance in the air, a gentle breeze, that can move items less than 1lb
At 10th level, you gain the following abilities:
Gale's Wrath: A torrent of wind spins behind you, propelling you like an approaching raincloud. Spend 2 Ki. You may move up to 150ft in a straight line (once per turn), without triggering attacks of opportunity. If you move into an square occupied by an enemy, and have moved at least 50ft, you impact with them, creating a thunderous clap that echoes out 300ft. You deal 3d6 thunder and 3d6 lightning damage. In addition, the target must make a DC (8 + proficiency + wisdom) check. If they fail, they are knocked back the remaining distance (minimum 10ft). If they collide with an obstacle, they take 2d6 bludgeoning damage and stop moving.
Fist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Endurance: When you drop below 0 HP, you are able to naturally tap into the electrical charges around you to stop yourself from bleeding for one round.
At 17th level, you gain the following abilities:
Rage of the Hurricane : The hurricane sits behind your fists, reaching ever faster speeds. If a target adjacent to you is forced to move against its will, you may spend 1 Ki point as a reaction to follow it. If you do this, you may then perform an attack against the target, or initiate a grapple.
Storm Front: The storm itself protects one of its own. Spend 4 Ki points to cast Wind Wall.