Way of the Clouds

Monastic orders that follow the way of the clouds are semi-nomadic, wandering the world like the winds they study. To be an adherent of the clouds is to free your soul from the weighty earth, from the attachments of this plane.

Air Attunement

When you choose this tradition at 3rd level, you gain proficiency with gliders. When you gain the slow fall feature, your glider speed is doubled.

Additionally, you can create minor wind effects using your action. Any of the following effects are possible:

  • You create a harmless sensory effect using air, such as causing leaves to rustle, shutters to bang open or shut, your hair to swirl dramatically, snuff small fires, or blow dust around.
  • You create a small blast of air capable of moving one unattended object of less than 5 pounds. The object is pushed 10ft in a direction you choose. It doesn't move with enough force to cause damage.
  • One Medium or smaller creature that you choose must succeed at a Strength saving throw or be moved 5ft in a direction of your choice.

Fist of Unbroken Air

At 3rd level, you can spend 1 ki point to create a mighty blast of air. You can spend your action to to create an effect identical to gust of wind.

Or, as an Attack action, you can choose a creature within 30ft of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can move it up to 20 feet in any direction in a straight line and knock it prone. You can spend additional ki points to deal +1d10 damage and move it an additional 10 feet per ki point spent. You can spend at most 4 ki points.

On a successful save, the creature takes half as much damage, and you do not move it or knock it prone.

Weightless Foot

At 6th level, your Step of the Wind feature is improved. You can always spend a bonus action to use the Dash or Disengage action. Your jump distance is permanently doubled. You can spend 1 ki point to gain a fly speed equal to your land speed until the end of your turn. If you end your turn in the air, you fall (but your slow fall feature will reduce falling damage as normal).

Cloud-Dancing

At 11th level, you can spend 2 ki points to emulate the effects of one spell. When you use this feature, choose control winds, fly, gaseous form, or wind wall. You follow all the usual rules for spellcasting, but only need a somatic component.

At 17th level, you can spend 4 ki points to emulate control weather, whirlwind, or wind walk.

Air Avatar

At 17th level, you can spend 4 ki points to become an incarnation of howling winds. The effects last for 1 minute, and you can spend an additional 4 ki points to extend the duration when it would end. While in this state, you gain the following effects:

  • Powerful winds (50 mph) surround you in a 10 foot radius. Any ranged attack passing through the area is at disadvantage, and everyone within the area - other than you - are deafened. Open flames are extinguished and fog, vapors, and gases are dispersed. The area counts as difficult terrain for creatures other than you, and flying creatures must make a Strength saving throw or fall out of the radius.
  • You have a flying speed of 100 feet. When the duration expires, you are lowered safely to the ground (as if affected by feather fall).
  • All your attacks are Fists of Unbroken Air. This does not cost ki points, but you can still spend ki points to increase the damage dealt and the distance moved.
  • You can use your action to create a 30-foot cube of violent winds centered on a point you can see within 60 feet. Each creature in that area must make a Strength saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much on a successful save. If a creature fails the save, that creature is also moved 15 feet in any direction.
Gliders

A pilot can gain altitude in the proper conditions, making a Wisdom check to recognize those conditions, and a Dexterity check to capitalize on the height gain. Landing in adverse conditions calls for a Dexterity check. Those proficient in gliders can add their proficiency bonus to the checks.

Only staff gliders and wingsuits are portable, so far as adventurers are concerned. Wingsuits are worn, and staff gliders collapse into a normal-sized quarterstaff. Both are delicate instruments, and can be damaged by the rigors of travel and combat.

Glide Speed is the horizontal distance a glider can travel while descending 5ft vertically. It follows all the regular rules for movement, replacing your normal land speed.

Aerial Vehicles
Vehicle Cost Glide Speed
Glider, advanced 1000gp 100ft
Glider, basic 50gp 75ft
Glider, staff 100gp 50ft
Wingsuit 500gp 25ft
About the Author

Kiiratam has been much concerned with Bees of late.