1985 Games
Caption
The sheep dragon is often regarded as the epitome of goodness and authenticity on the island. These creatures are dedicated to freedom and unwavering kinship. Those shepherds who live and train among the wandering sheep dragons learn to care deeply for those around them and understand how a flock works together to overcome obstacles. They must be ready to flee to safety yet know when to defend their herd. The role of a Sheep Dragon Shepherd requires resilience, compassion, and a kind heart. Because of this, these Monks are regarded by the people of Obojima as heroic—sometimes even mythic—figures.
Historic Past
As the tale goes, the first Sheep Dragon Shepherd was a wind spirit who went by the name Ventu. The spirit lived among the grass and called all that grazed the central fields of Obojima their friend. Of those creatures, none pleased Ventu more than the playful sheep dragon. In time, Ventu and the sheep dragon became inseparable. The seasons would speed away, and still the pair would frolic and parade the Gale Fields with careless glee. It was during this time that people say Ventu gifted the sheep dragon the ability to fly and control the winds.
One day, as Ventu explored the fields, they noticed something unsettling in the distance: a great pillar of black smoke split the horizon in two. Ventu rushed across the rolling hills, only to be met by terrible disaster. A raging fire had scorched the southern fields and was slowly crawling northward. Ventu, heartbroken at the thought of what might become of the sheep dragon just beyond the hillside, made the heroic choice to stand against the inferno on their own.
To this day, it’s unknown what became of Ventu, but the majestic sheep dragon stands as a testament to their kindness and bravery.
Level 3: Herding Sheep
You gain proficiency with Shepherd Crooks if you don’t already have it, and they are considered to have the Light property for you. You also gain the ability to herd your allies, calling them closer or moving them out of danger. As a Bonus Action, you can spend 1 or more Focus Points to cause a willing creature you can see within 60 feet of you to move toward you or in any other direction. This movement doesn’t provoke Opportunity Attacks. If the creature moves toward you, it can move up to 15 feet per Focus Point spent; if it moves in any other direction, it can move up to 10 feet per Focus Point spent. A creature can’t move in this way more than a number of feet equal to its Speed.
The number of creatures you can target with this ability increases when you reach Monk levels 6 (2 creatures), 11 (3 creatures), and 17 (4 creatures).
Level 6: Wind Shot
You gain the ability to mimic the sheep dragon’s Wind Pistol, blasting enemies with powerful gale forces at a distance. Whenever you would make an Unarmed Strike, you can instead choose to make a special ranged attack, firing a compressed blast of air from your mouth. This attack has a range of 60 feet and uses the same attack bonus and damage die as your Unarmed Strike.
Additionally, when you hit a target with this special attack, you can choose to spend 1 Focus Point to force the target to make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you or has the Prone condition (your choice).
Level 6: Intercepting Maneuver
Your protective nature manifests as moments of skillful deflection to aid a nearby ally. When an ally within 10 feet of you is hit by an attack roll, you can take a Reaction and spend 1 Focus Point to reduce the damage it takes by an amount equal to one roll of your Martial Arts die plus your Dexterity modifier.
Level 11: Take to the Skies
You’ve mastered a unique technique that lets you glide on the wind, just like a majestic sheep dragon. Whenever you use Step of the Wind, you also gain a Fly Speed equal to your Speed until the end of your turn.
Additionally, when you use Step of the Wind, you can simultaneously take both the Disengage and Dash actions without expending a Focus Point.
Level 17: Guide to the Herd
Your vigilant watch over your companions while in the midst of combat allows you to give them cues on when to raise their defenses. Whenever you use Patient Defense to take both the Disengage and Dodge actions, you can spend 1 additional Focus Point to share that benefit with your allies. Each ally within 30 feet of you who can see or hear you can immediately take a Reaction to also gain the benefits of the Disengage and Dodge actions until the start of your next turn.
