Your faith in The Mother has let you access the Flow. By accessing the Flow it allows it's energy to flow through you, your cells, and your soul. This new connection has granted you a number of different abilities, all from manipulating the flow in various ways. These abilities manifest in different ways, from empowering your weapons and allowing you to see past moral comprehension, to altering the will of creature and severing their connecting threads of power. As your faith in The Mother says resolute your connection to the Flow grows stronger allowing you to access more abilities as you grow in strength.
Level 10 Powers
1. Flow Strike (Weapon Channeling)
You can spend 2 Flow points to Infuse your weapon with raw Flow energy. For 1 minute, your weapon attacks deal an additional 2d8 force damage. For the duration your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
2. Shadow Reflex (Enhanced Reflexes)
As well as a reaction, you channel Flow energy directly into your muscles, moving with blinding speed to avoid danger. When you are the target of an attack or effect, you can spend 2 Flow Points to either, Add +10 to AC OR negate the damage from 1 effect.
3. Grasp of the Void (Flow Push/Pull)
Use invisible energy to manipulate the battlefield. You can spend 3 Flow Points to Push or pull a creature or object within 60 feet up to 30ft. A creature must succeed on a Strength save (DC = 8 + proficiency bonus + Wisdom modifier) on a failed save the target taking 4d8 force damage is knocked prone.
Level 13 Powers
4. Wyrmstep (Flow Leap)
You spend 3 Flow Points to Defy gravity with a mighty leap. You can leap up to 120ft in any direction without provoking opportunity attacks. Creatures within a 10ft radius of where you land must make a Dexterity save (DC = 8 + proficiency bonus + Wisdom modifier) each target that fails takes 6d8 force damage and is knocked prone.
5. Lifewell Surge (Flow Healing)
You spend 3 Flow Points and Channel restorative Flow energy. You can heal yourself or an ally within 30 feet for 6d8 + proficiency bonus hit points.
6. Veil of the Flow (Flow Resistance)
You spend 3 Flow points to surround yourself with Flow energy for protection. For 1 minute, gain resistance to all damage types and you have advantage on saving throws.
Level 15 Powers
7. Eyes of the Unseen (Flow Awareness)
You spend 4 Flow Points opening your senses to the unseen world. For 10 minutes, gain Truesight (60 feet) and can detect creatures or objects within 120 feet, through solid objects and walls.
8. Whispers of the Abyss (Mind Trick)
You spend 4 Flow points to bend a creature to your command. You attempted to dominate the will of a target creature within 60ft. It must succeed on a Wisdom saving throw, on a failed save you can choose to either charm or be frighten the creature for 1 minute.
Level 17 Powers
9. Vision Beyond Time (Precognition)
You spend 5 Flow points to glimpse into the future to guide your actions. For 1 minute, you gain advantage on all rolls, and attackers have disadvantage on attacks made against you.
10. Crushing Will (Flow Crush)
You can spend 5 points to channel an overwhelming amount of Flow energy to destroy a foe. Athe Flow energy begins to crush a creature within 60 feet. It must make a Strength save (DC = 8 + proficiency bonus + Wisdom modifier) on a failed save, the target takes 10d12 force damage and becomes restrained for 1 minute, otherwise it takes half damage.
Level 20 Power
11. Soul Sever (Ultimate Flow Mastery)
At any time, once per round, You can spend 8 Flow points to focus your Flow powers like a spectral scalpel, attempting to sever the connection to a creature’s source of power. A creature within 60 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failed save you choose either, 1 spell (ex. Wish, Counter spell, Power Word: Kill) or 1 ability (Legendary action, Breath Weapon, innate ability). The target can no longer cast or benefit from your choice, Permanently or until a very specific condition is met (Determined by the DM). On a successful save the Target instead takes 10d10 Force damage. If the target is a Legendary type creature or similarly powerful creature, you can not use this power again until you finish a long rest.
Originally created by: Dearhlord6712 (ChickenCyber)