Way of the Shifting Sky

You follow a tradition that emphasises that freedom is the key to transcendence. The Way of the Shifting Sky puts this teaching to practice by mixing movement and ki to manoeuvre over obstacles and build momentum.

Many monks that follow this tradition suffer serious injuries from attempting athletic feats that balances on the thin line between life and death. Few monks carry on with this tradition, as these feats continue to progress from challenging to impossible in the eyes of many. Only the rare few that dare to face failure can master their movement, ki, and state of mind.

Some say that true masters of this tradition move like a leaf sailing through the sky at the whim of the wind.

Swaying Leaf

Starting when you choose the Way of the Shifting Sky tradition at 3rd level, you learn how to efficiently manoeuvre around environments and in combat. You gain the ability to move through the space of any creatures of any size. Due to the nature of the manoeuvres, wearing armour or a shield will nullify all features from the Way of the Shifting Sky tradition.

In addition, everytime you use a ki feature from the Way of the Shifting Sky tradition, you gain the following effects until the end of your current turn:

Your speed increases by 10 feet

You gain the effect of the Disengage action

Painting the Sky

Also at 3rd level when you choose this tradition, you learn to flare-up ki to build momentum.

You gain the following ki features below.

Churning Clouds. Immediately after you attack a creature on your turn, you can spend 1 ki point to flow your attack into a takedown on a creature that is within 5 feet away from you. The creature must succeed on a Dexterity saving throw or be knocked prone.

Sudden Breeze. You can spend 1 ki point to target a creature within 5 feet away from you to use as a momentum boost for this turn. Moving through the targeted creature’s space will increase your speed by 10 feet. You can use this ki feature three times per turn, and you cannot target a creature you have already targeted with this ki feature in your current turn. Additionally, you can take the Help action as a bonus action while moving through a targeted creature. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Dancing Leaf

At 6th level, your body is in peak condition from constant practice of athletic feats. You gain double proficiency in Athletics and Acrobatics skill checks, and moving through nonmagical difficult terrain costs no extra movement.

In addition, you have learnt to harness your momentum as protection. You gain a new feature:

Dancing Leaf. When you use 50 feet of speed or use Sudden Breeze in your current turn, you gain the following effects that last until the start of your next turn:

You can add your proficiency bonus to Constitution saving throws

You gain temporary hit points equal to 1 per 10 feet of speed used in your current turn, up to a maximum of 5 temporary hit points. This cap increases to 10 at level 10, 15 at level 14, then 20 at level 18.

Frenzied Leaf

At 11th level, you have learnt to brandish your momentum as a weapon. You gain a new feature:

Frenzied Leaf. Whenever you make an unarmed strike against a creature you have not already attacked on your current turn, you gain a +2 bonus to the attack roll and damage roll.

Additionally, this bonus is +4 instead if you have used 90 feet of speed or used Sudden Breeze twice in your turn.

Parting the Sky

Also at 11th level, you have gained expert control over ki to allow yourself to balance your momentum with bursts of ki instead of flares. You gain the following improvements to your Way of the Shifting Sky ki features.

_ Thrashing Thunder._ You can spend 2 ki points during Churning Clouds to violently increase momentum and impose disadvantage on the creature’s Dexterity saving throw. Additionally, you can spend 2 ki points and a bonus action when the creature fails the saving throw for Churning Clouds to make one unarmed strike with advantage. If the attack hits, you disrupt the creature's ki flow and balance. Everytime the creature moves 1 feet, the creature must succeed on a Dexterity saving throw or be knocked prone. This effect lasts for 2 rounds.

Sudden Gale. You can spend 2 ki points when you take the Help bonus action from Sudden Breeze to disorient the target with a burst of momentum. Roll your Martial Arts damage die, and the target creature must subtract the number rolled from any attack roll or saving throw it makes until the start of your next turn.