Monk
Base Class: Monk

Specially adapted monk subclass for the One Piece themed campaign.

Level 3: Aquatic Adaptation

Flowing Fist

-Your training allows you to breath underwater and you gain a swim speed equal to your walk speed. Additionally, while you are underwater your melee attacks dn do not have disadvantage and you can add your Wisdom modifier to your damage of your unarmed strikes.

-When you make an unarmed strike, you chose whether it's bludgeoning, piercing, or slashing damage

Ki-Infused Water: You learn to strike with the force of a tidal wave. When you make an unarmed strike you can spend 1 Ki point to deal an extra 1d6 force damage.

Level 6: Water Manipulation Techniques

-Water Gun (1 Ki): As an action, you can unleash a high-pressure blast of water at a target within 30ft. Make a ranged spell attack (using your Wisdom). On hit, the target takes 2d10 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.

-Water Shield (1 Ki): As a reaction to being hit, you can create a swirling barrier of water, adding an additional 2 AC against the attack and giving ranged attacks disadvantage.

Level 11: Sea Shaker Techniques

-Oceanic Shockwave: When you take the Attack action, you can spend 2 Ki points to replace one attack with a devastating blow that sends a shockwave through an enemy, bypassing armor. The target makes a Constitution saving throw. On a failure, it takes 3d10 force damage and is stunned and knocked prone until the end of its next turn. On succeed they take half damage, but their speed is halved until the end of their next turn.

-Blood Water Manipulation: If you are within 5 feet of a target that has taken damage within the last round, you can spend one ki point and force them to move 10ft in any direction of your choice as a manipulation of the moisture in their blood.

Level 17: True Master of the Depths

-Sea Demon Aura: As a bonus action, you can spend 4 Ki points and enter a state of total aquatic superiority for 1 minute. While in this state, you gain +2 AC, and all your strikes deal an additional 1d6 force damage, and creatures within 30 ft of you must make a Constitution saving throw every round for the duration or take 1d6 bludgeoning damage from the whipping moisture in the air.

-Vortex Strike: Once per turn when you hit a creature with an unarmed strike, you can then spend 3 Ki points and to create a massive vortex around them. The target and all creatures within 10 ft must make a Strength saving throw. On a failure they take 5d10 bludgeoning damage and are restrained until the end of your next turn. On succeed, they take half damage and are not restrained

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