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
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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.
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You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
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You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
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You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
Casting Elemental Spells
Water Whip
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 Storm, Tidal Wave, Wall of Water, and Control Water. You are also able to cast Revivify for 5 ki with holy water as a material component.
Purifying Waters
Elemental Grand Master
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.
Previous Versions
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Posted Jan 17, 2019Here is a pdf version: https://homebrewery.naturalcrit.com/share/rksDEIksG4