Monastic Tradition: Way of the Falling Star

Monks following the Way of the Falling Star are the masters of acrobatic fighting. Each blow they land strikes with the force of a meteor. In the air, they are unmatched physical combatants, and their high-flying techniques can puzzle even masters of other traditions.

Master Acrobat

Your training has heightened your acrobatic prowess, empowering your legs to let you jump and land better than other monks.

When you choose this tradition at 3rd level, your jumping distance is doubled, and standing jumps propel you as far as running jumps. Additionally, you have advantage on Dexterity (Acrobatics) checks made when jumping and landing.

Airborne Technique

Jumping strikes and diving blows are essential to your fighting style. You deliver midair attacks as easily as others can on the ground.

Starting at 3rd level, you may attack an opponent with a monk weapon or an unarmed strike while airborne (such as while flying or in the middle of a jump). Whenever you attack an enemy this way, they cannot make attacks of opportunity against you until their next turn.

You may still perform interactions that must be taken immediately after an attack while still in the air, such as an unarmed strike or a Flurry of Blows.

Flying Crane Technique

You deliver a devastatingly fast jumping kick to the body of your opponent, cutting through their defenses.

Whenever you could make an unarmed strike, you may instead spend a Ki point to immediately High Jump (if you are not in the air already) and make an unarmed attack against an opponent in range. When you do, add your Wisdom Modifier to both the attack and damage rolls.

Halcyon Step

With experience has come enlightenment, and a greater understanding of the air around you. The skies have become your domain.

At 11th level, you gain a flying speed equal to your walking speed. Additionally, as a bonus action, you may expend a Ki point to manipulate the wind to push another flying or hovering creature 15 ft. away from you.

Starstorm Fist

When diving, your unarmed strikes are empowered by both your masterful technique and the force of gravity. You are able to emulate the meteors for which your style is named.

At 17th level, whenever you hit with an unarmed attack while above your target, you may spend any number of Ki points. For each point spent this way, you deal an extra 1d6 fire and 1d6 bludgeoning damage. The creature must make a dexterity saving throw. Upon failure, they are knocked prone.