EoE:Way of the Desert Wind

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A monk of the Desert Wind

Way of the Desert Wind

Desert Wind and its adepts are dedicated to the Zhan Khaj—literally the order of the desert wind. Built within an ancient subterranean cavern, the adeptorium was created to provide refuge for those fleeing from Darloc Brae, the “Golden Beast”, in the first era. Since then, the Grand Adepts of the Desert Wind have continued to teach their Khajiiti secrets.

Way of the Desert Wind Features
Level Feature
3rd Forceful Blows
6th Protective Winds
11th Vigor from the Gales
17th Zephyr Walk

Forceful Blows

Starting when you choose this path at 3rd level, you learn how to channel the Desert Wind through your limbs. When you deal damage from your unarmed strikes and monk weapons, you can spend 1 stamina point to transform the damage made by the attacks into force damage. Additionally, when you deal force damage in this way to objects and structures, the damage is doubled.

Protective Winds

At 6th level, you can call on the winds to protect you from harm. When you are hit by an attack, you can use a reaction and expend 1 stamina point to surround yourself with whirling winds until the start of your next turn. While you are surrounded by these winds, you gain resistance to bludgeoning, piercing, and slashing damage, as well as force damage. Additionally, ranged weapon attacks have disadvantage against hitting you.

Vigor from the Gales

At 11th level, your mastery over your stamina heightens, gaining additional benefits when you use the following stamina features:

Flurry of Blows. When you use Flurry of Blows, you can make one additional unarmed strike as part of the attack.

Patient Defense. When you use Patient Defense, you gain an additional +2 bonus to your AC until the start of your next turn.

Step of the Wind. When you use Step of the Wind to Disengage, you can also Dash as a free action on your turn.

Zephyr Walk

At 17th level, you you gain the ability to fly in short bursts. You gain a flying speed equal to your walking speed, but you must end your turn on a solid object or on solid ground. If you do not, you fall, taking damage as normal. Additionally, you can spend 3 stamina points to cast the levitate spell on yourself.