Way of the Swirling Wind

The winds of the world are the least human of the elements. Where Fire is a raging inferno, and the passions of man can reach it easily, where Water can connect through the constant flow of change, where Earth, to the ironic contrary, enjoys the battle of stubbornness with practitioners of it's art, air is fickle and playful. Still, people have learned to master it, through artful movements which flow and whirl, almost reminding air of itself.

And, in that moment of confused curiosity, the air around it's monks feels truly alive.

Airborne Technique When you begin your journey down this path at 3rd level, you learn the Gust and Mage Hand cantrips. Wisdom is your spellcasting ability for these spells, and ones you learn through later features in this subclass. Additionally, you gain the two following abilities; Updrafts You gain a 10' Flight Speed. This increases as you gain more levels in this class, remaining equal to the Unarmored Movement bonus granted to your land movement speed. You cannot use this flight if you are wearing armor or incapacitated. Downdrafts You can use your action to cause a rush of air to blast forward in a 5' wide by 30' long line in front of you. Each creature in this line must make a saving throw vs. your spell save DC or take Magical Bludgeoning Damage equal to your martial arts die + your Wisdom modifier. You can spend a ki point after seeing which creatures succeed and fail this saving throw. Doing so allows you to move any creature that failed 5' to either side of the line, or 10' further along the line.

Windshaper Beginning at 6th level, your stances and movements have grown so enticing to the fickle winds of the world that you can bring them to bear in far more situations. You gain proficiency in the Performance skill, and the ability to spend 2 ki points to cast Zephyr Strike, Gust of Wind, or Warding Wind.

Heart of Air When you reach 11th level, your bond with the winds of the world has grown to the level that a small portion is content to reside within you. You can hold your breath indefinitely, and do not need to keep your mouth closed in order to do so. You can even speak in such situations, the air containing your words remaining intact as it travels to a single creature of your choice within 30'. Additionally, you can unleash these winds to give yourself a boost of speed through the air. When you use Step of the Wind, your Flight speed becomes equal to your total movement speed for the rest of that turn.