Base Class: Monk
A Tide Caller monk is a manipulator of water and ice, controlling the battlefield and healing their allies. They use their ki and the water around them as a resource to cast spells. Tide Caller Monks come from a vast array of traditions, teachings, and cultures. While all are fundamentally the same, different disciplines lead to different specialties and skills. Ki for Tide Caller flows from the navel; it addresses pleasure and is hindered by guilt.
Disciple of Water: Water Bending
When you take this Monastic tradition at 3rd level you gain the ability to manipulate the Water around you. Pick 2 cantrips from the following list: Frostbite, Ray of Frost, Shape Water, Druidcraft, Frost Patch.
A Tide Caller also gains 2 Tide Caller disciplines of their choice. One additional Tide Caller discipline can be learned at each of 6th, 9th, 11th, 14th, and 17th level. While new tiers are unlocked at these levels, you are not restricted to picking from the highest available tier.
The River’s Path
When you pick this tradition at 3rd level you gain proficiency in two skills, languages, or tool proficiencies of your choice.
Water Whip
Starting at 6th level the Tide Caller has the practice they need to maintain consistency with the flow of their water whips. As long as you have access to water your unarmed attacks can now be made at a range of 20 feet, and when made at range the damage type can be your choice of either bludgeoning or cold.
Journeyman of Water: Current Control
At 11th level you gain a swimming speed equal to your walking speed. Dashing in water adds twice again your movement speed to a total of 3x movement speed instead of once again at 2x.
Additionally as an action you can force a single target creature to make a STR saving throw against your spell save DC or be moved up to 30 feet in a direction of your choice within the water. A willing creature can choose to fail this save.
Master of Water: Octopus Form
At 17th level you have the finesse and control to manipulate many tendrils of water simultaneously. Once per long rest as an action you can create and maintain concentration on a circle of tendrils around you with a radius of 10 feet. Your reach with Water Whip is extended to a 40 foot radius, and any movement within this area provokes attacks of opportunity from you and your tendrils. Making attacks of opportunity with the Octopus Form tendrils for the duration does not consume a reaction, but only one opportunity attack can be made on each creature until the start of your next turn. Once at any point in your turn you may make one grapple attempt as a free action. You gain an additional extra attack for the duration, and your unarmed attacks all do an additional 1d10+WIS cold damage. Melee and ranged attacks have disadvantage to hit you for the duration, and you have advantage to resist effects that move you.
The Octopus Form lasts 10 minutes, but is dispelled early by moving or dropping concentration. While the Octopus Form requires you stay immoble and maintain concentration, it doesn’t prevent you from using other instant spells, attacks, or abilities or those with a non-concentration duration.
Tide Caller Disciplines
There are 5 tiers of Tide Caller Disciplines, the more advanced of which have level requirements. Your spellcasting modifier is Wisdom, and at least one free hand is required to cast any spell with somatic components. Tide Caller Monks benefit from the ability to spontaneously cast any spell they have learned from their tier by spending the indicated number of ki points as long as there is water around as a material component, though any materials with a noted gold cost are still required. Any ability that allows a Tide Caller to cast a spell does so at the minimum spell level for that spell, but they can increase the level of the spells they cast by spending 2 ki points per level above the base. A Tide Caller can only increase a spell’s level as indicated by the maximum spell level of the highest tier of Tide Caller Discipline reached up to a maximum of spell level 5.
Tier 1 (maximum spell level of 1)
Level 3
Arctic Warfare: Gain the ability to cast Armor of Agathys and Ice Knife by spending 2 ki.
Create Water: Gain the ability to cast Create and Destroy Water by spending 2 ki and as a ritual, adding ten minutes to the casting time but removing the ki cost. Water created as a ritual is destroyed whenever more is created by this spell.
Drain Away: Gain the ability to cast Grease and Fog Cloud by spending 2 ki.
Purify: Gain the ability to cast Cure Wounds and Purify Food and Drink by spending 2 ki.
Water Tendrils: Gain the ability to cast Entangle and Arms of Hadar by spending 2 ki.
Tier 2 (maximum spell level of 2)
Level 6
Water Spirit: Gain the ability to cast Healing Spirit and Mirror Image by spending 4 ki.
Ice Over: Gain the ability to cast Hold Person and Spike Growth by spending 4 ki.
Snowfall: Gain the ability to cast Shatter and Snilloc’s Snowball Storm by spending 4 ki.
Gossamer Water: Gain the ability to cast Web and Prayer of Healing by spending 4 ki.
Tier 3 (maximum spell level of 3)
Level 11
Imbue with Frost: Gain the ability to cast Elemental Weapon (restricted to Cold) and Slow by spending 6 ki.
From the Brink: Gain the ability to cast Revivify by spending 6 ki and access to the cantrip Spare the Dying.
Snow Storm: Gain the ability to cast Sleet Storm and Tidal Wave by spending 6 ki.
Ebb and Flow: Gain the ability to cast Life Transference and Water Breathing by spending 6 ki.
Warding Water: Gain the ability to cast Water Walk and Wall of Water by spending 6 ki.
Tier 4 (maximum spell level of 4)
Level 14
Medea of Life: Gain the ability to cast Blight and Aura of Life by spending 9 ki.
Greater Water Tendrils: Gain the ability to cast Evard’s Black Tentacles and Grasping Vine by spending 9 ki.
Blizzard: Gain the ability to cast Ice Storm and Watery Sphere by spending 9 ki.
Tier 5 (maximum spell level of 5)
Level 17
Tsunami Caller: Gain the ability to cast Maelstrom and Cone of Cold by spending 12 ki.
Master Medea of Life: Gain the ability to cast Raise Dead and Mass Cure Wounds by spending 12 ki.
Affect Chakra: Gain the ability to cast Contagion and Greater Restoration by spending 12 ki.
Body Puppetry: Gain the ability to cast Danse Macabre and Dominate Person by spending 12 ki.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/27/2021 6:54:25 AM
|
3
|
1
|
1
|
Coming Soon
|
Comments