Windwalkers are so in tune with the ambient magic in the air that they can deliver devastating blows, disrupt their opponents, and even protect themselves from harm. The magic flowing in and out of a Windwalker is a constant stream.
Level 3
Windwalker: Twin Currents
You gently lift an ally into the air to carry them with you as you channel the wind to follow you.
Once Per Turn – 1 Ally (5 ft.) – Magical
When you use the Step of the Wind feature:
- You can carry an ally with you. Your ally follows directly behind you while you move.
- When you stop moving, your ally is placed directly behind you.
- If you start moving again during the same turn, you can choose to move the same ally with you again.
Windwalker: Sweep
Once Per Turn – 1 Creature – 1 Ki – Magical
Trigger: You deal damage to a large or smaller creature with an attack.
Strength Save
- Failure: Target is knocked prone, and you may push them up to 10 ft. away from you.
- Success: No effect.
Level 6
Windwalker: Draw Energy
You reach out to the magical energy around you.
Bonus Action – Self – 2 Ki Points – Magical
- You regain hit points equal to three rolls of your Martial Arts die (the same one you roll when you deal unarmed damage).
Level 10
Windwalker: Repulsion Wave
Your strikes radiate great energy, forcing creatures back around you.
When you use Sweep, your kinetic blast can target as many creatures as you want within 5 ft. of you. Alternatively, you can target as many creatures as you want within 5 ft. of the target.
Level 14
Windwalker: Quivering Palm
Once Per Turn – 1 Creature – 24 Hours – 3 Ki Points – Magical
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start imperceptible vibrations, which last for 24 hours or until you use this ability again. The vibrations are harmless unless you use your action to amplify them.
Action – 1 Creature (1000 ft.) – Magical
The vibrations created by your Quivering Palm are harmless unless you use your action to amplify them. When you use this action, the vibrations end.
Constitution Save
- Failure: Target takes 10d10 sonic damage.
- Success: Half damage.