Base Class: Monk
Monks of the Way of the Tidal Fist closely follow the teachings of the sea, and use techniques that draw on the ever changing nature of water. They learn how to harness water to damage their opponents, manipulate ki to mimic the denizens of the ocea, and practice advanced meditation that allows them to flow out of harm's reach.
Pounding Waves Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Denizens of the Deep fighting styles
At 6th level, you gain the ability to channel your ki into phantasmal projections that are extensions of your self. You can spend 2 ki points to strike the following poses: Pointer, Thresher, Cuttlefish, Stonefish.
Cuttlefish Style
As a reaction, and if you have not already used a style that turn, you can retreat from an attacker and avoid any further damage.
When any attack successfully hits you, and after damage is resolved, you can Disengage from the foe and move half your movement distance away from them. In addition, your fingers close in front of the target's face as you Disengage, like the tentacles of a fleeing octopod. You create a 10-foot-radius sphere of black fog centered on the target who has struck you. The sphere sticks to the target and moves with them if they move. It also spreads around corners, and its area is heavily obscured. It lasts until the end of your next turn, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Stonefish Style
You stand in a motionless pose, and your skin takes on the appearance of clammy stone. You activate patient defense. In addition, if the melee attack succeeds in hitting you the target suffers 1d6 poison damage. On their turn the target receives 1d6 poison damage. This continues for 1d6 turns or until cured. Ranged attackers are not affected.
Thresher Style
As an action, you make an attack roll with advantage, contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. A phantasmal shark's tail thrashes out and strikes the item. If you win the contest, the attack causes no damage or other ill effect, but the defender drops the item. As a bonus action, you can then either: a) pick up the item, or b) kick the item 15 away in any direction of your choosing.
Master of Water
Beginning at 11th level, you can focus your Ki to be at one with water. You have a swimming speed equal to your walking speed, and you can breathe underwater.
In addition, you can activate one of the following effects:
Animate Water (7 ki pts; Conc, 1 hr)
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behaviour during its turns. When this effect ends, the elemental disappears. See the monster manual for its stat block.
Desiccate: (1-5 ki pts)
As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per ki point spent on this ability, or half as much damage on a successful one.
Water Breathing (5 ki pts)
As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.
Water Sphere (6 ki pts; Conc, 1 min)
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save it becomes trapped in the spgere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can't see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.
Water Whip (3 ki pts)
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by 1d6 per additional ki points spent on it.
Watery Grasp (2 ki pts)
As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in the square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability's damage by 1d6 per additional ki point spent on it.
Prone: A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage of attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Bonus Proficiencies (Way of the Tidal Fist)
A life on the sea involves more than just monastic duties, and you are skilled in sailing, fishing, and hunting big ocean game.
Starting at level 3, your mastery of the spear and harpoon is such that it far surpasses that of an ordinary weapon. You gain the following benefits.
• You gain a +1 bonus to attack rolls you make with a spear or harpoon.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
Harpoon.
When using a harpoon, the following rules apply :
Melee or Ranged Weapon Attack: reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the you or be pulled up to 20 feet towards you.
Pressure
At 17th level, you gain the ability to set up an incorporeal constriction in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start the build in pressure, which last for a number of days equal to your monk level. The pressure causes intense headaches and terrible heartburn but is otherwise harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points and implodes as the pressure crushes them from all sides. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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