Monk
Base Class: Monk

Having studied the art of fighting in water, monks who choose the Way of the Holy Diver excel in aquatic combat, and exude a presence that resembles the holiest of clerics and paladins, and are often simply called, "Holy Divers." Through harnessing their ki, they can enhance their weapons for sub-aquatic fighting, cast spells, and even control the weather.

Aquatic Technique

Starting when you choose this tradition at 3rd level, you can channel ki through your body and weapons, making them more useful when fighting under water. All monk weapons now possess the, "underwater," quality for you.

You also become proficient with one of the following: history, investigation, perception or performance, your choice.

You gain a swim speed equal to your movement speed. You may use Dexterity to resists currents instead of strength.

Divine Body

At 6th level, you gain the ability to cast certain spells with your ki. You may cast the following spells, using the stated amount of ki points to cast the spell in lieu of a spell slot, doing so spontaneously and without spell components. However, you may not possess the necessary ki to cast one of these spells until you reach a higher, monk level. Should you possess an appropriate spell slot to cast one of these spells, you may instead use that spell slot. Should you see someone cast one of these spells, you immediately recognize the spell. For you, these spells are considered Divine and not Arcane, and they use Wisdom as your spellcasting ability.

  • Protection from Evil and Good; 1 points
  • Shield; 2 points
  • Spider Climb; 3 points
  • Blur; 4 points
  • Water Breathing; 5 points
  • Dispel Magic; 6 Points
  • Dimension Door; 8 points
  • Control Water; 10 Points
  • Passwall; 12 points
  • Wall of Force; 14 Points

Aquatic Blessing

Beginning at 11th level, your meditation techniques have begun to manipulate water around you. You learn the Shape Water cantrip, and can summon a gallon of water to your hand when you cast it if no water is available. This water is fresh and drinkable. From now on, you take no falling damage as water magically appears to slow your fall. Such water is salty, cannot be drank, and splashes everything in a 15 foot radius when you land in it. This water will douse fires within this radius. Your aquatic blessing affects even atmospheric water, and will not allow you to be knocked prone if you use your reaction to call upon the power of water. Should you, for some reason, be subject to being knocked prone against your will, you may use your reaction to call upon the water within and around you to immediately stand you up.

Additionally, at the start of every day you may choose one damage type of the following: fire, cold, poison, acid, necrotic or force. For the next 24 hours, your magical connection to water grants you resistance to the chosen damage type.

Avatar of Water

At 17th level, you you have gained such a mastery of water that you can control the weather. Once per day, you can cast Control Weather as an action, without using spell slots or materials. When you cast it in this fashion, you cast the spell instantly and do not require ten minutes to cast this spell. For you, the weather changes begin to happen instantly, taking 1d4 minutes instead of 1d4 x 10 minutes.

For those witnessing the event, it is apparent that nature itself has come to your aid, like a god comes to the aid of its cleric. The more drastic the change in weather, the more dangerous the environmental conditions become (DM discretion), though the Holy Diver is not affected by these changes unless they choose to be.

Previous Versions

Name Date Modified Views Adds Version Actions
9/9/2021 12:04:29 PM
61
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes