Way of Ventus (5e Subclass)
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Way of Ventus[edit]
This is a subclass is based on 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.
- Master of the Four Winds
Starting at 3rd level, you learn how to control the frozen north winds, the scorching south winds, the storm east winds, and the corrosive west winds. When you make an unarmed strike, or when you hurl a blast or blade wind, you can choose to cause acid, cold, fire or lighting damage, instead of the normal damage.
- One With the Wind
At 3rd level you have learned how to use your movements to affect the air around you. You learn how to cast the gust cantrip, and you can spend 2 ki points to cast the gust of wind spell.
In addition, 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.
When 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 or be knocked prone. If you hit with the wind blades, you may expend 1 ki point to cause additional damage equal to your martial arts die.
Finally, you can can sense the air being displaced by objects and creatures, which grants you blindsight of 10 feet.
- Wind Rush
At 6th level you have learned to use the winds to assist all your movements. When you take the Step of the Wind, you gain a flying speed equal to your movement speed, until the end of your turn.
In addition, you can spend 1 ki point to halve the damage of an attack taken, as a reaction, and fly up to 10 feet without provoking opportunity attacks as part of the same reaction.
Finally, you can spend 1 ki point to cast feather fall. If you have spent ki points since your last turn, feather fall doesn't cost ki.
- 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.
- Mastery of Wind
When you reach 17th level you have learned how to become one with the air currents all around you. You can cast the Investiture of Wind spell, without spending ki or spell slots. Once you do so you cannot use this feature again until you finish a long rest.
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