Monk
Base Class: Monk

Through rituals and training you have learned to bend water to your will. Water is the element of change. The moon is the source of your power, and the original teachers of this path learned to bend by observing how the moon pushed and pulled the tides. The way of the soothing river deals with the flow of energy both in the body, spirit, and in battle. Members of the Soothing River are known for healing the physical and the spiritual, but even when they do take an attack stance, their moves always appear to flow from one to the other.

Elemental Novice

Starting when you choose this tradition at 3rd level, you learn to bend water to your will. You also gain a swimming speed equal to your walking speed. As an action, you can choose an area of non-magical water that you can see within 60 feet and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
When you reach 6th level you can choose water within 80 feet and fits within a 10-foot cube, at 11th level you can choose water within 100 feet and fits within a 20-foot cube, and at 17th level you can choose water within 120 feet and fits within a 40-foot cube.
Casting Elemental Spells
You have also learned the ability to cast certain spells. To cast one of these spells, you use its casting time and other rules, but you only need somatic components to cast them. For any spells with concentration, you must use a bonus action to continue using somatic components to help maintain concentration. You can use additional ki points to cast the spell as a higher-level spell. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is equal to half your monk level. (To add more consistency with the source material to this you can add the stipulation that there must be enough water in the surrounding around to cast the appropriate spell)
You can cast the following spells for 2 ki each: Fog Cloud, Ice Knife, and Shield.

Water Whip

You gain a new attack option you can use with the Attack action. This special attack can be a melee spell attack or a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage can be bludgeoning, slashing, or cold (chosen before the attack) and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. To use this attack there must be at least a half gallon of some form of water near you.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
When your reach 6th level your range increases to 40 feet, at 11th level it increases to 50 feet, and at 17th level it increases to 60 feet.

Elemental Adept

Beginning at 6th level you can cast the following spells for 3 ki each: Snilloc’s Snowball Swarm and Water Walk (but it requires concentration).

Healing Waters

Starting at 6th level you learn to healing the physical body. As an action you can spend 2 ki points and a creature you touch regains a number of hit points equal to 1d10 + your wisdom ability modifier. This ability has no effect on undead or constructs.

Elemental Expert

Beginning at 11th level, you can also cast the following spells for 4 ki each: Sleet StormTidal WaveWall of Water, and Control Water. You are also able to cast Revivify for 5 ki with holy water as a material component.

Purifying Waters

Starting at 11th level, you learn to sooth spirits. As an action, you can spend 1 ki to suppress strong emotions in a group of spirits. Each humanoid, undead, fey, or fiend in a 20-foot-radius sphere centered on a point you choose within 60 feet must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

Elemental Grand Master

Beginning at 17th level you can cast Watery Sphere for 5 ki and Cone of Cold or Maelstrom for 6 ki each.

Living Waters

Starting at 17th level, you learn how blood while a source of life is also made of water and pushes and pulls through an individuals body. As a bonus action, you can spend 5 ki and force up to 3 creatures that you can see within 60 feet of you to make a constitution saving throws. If you choose more than 1 creature all of them have advantage on the first and following saving throws. If the creature has no blood the saving throw automatically succeeds. On a failed save the creatures' bodies are under your control for up to 1 minute. They can make no moves or actions of their own accord. They can make another saving throw at the end of their following turns with the effect ending on a successful save. While the creatures are under your control you can use your action to make each of them move and take a non-spellcasting action of your choice.

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