Fish-Man Karate Image

Fish-Man Karate

Through mastery of fish-man karate, which is often used alongside fish-man jujutsu, you begin to learn how to control the water around you and within your opponent's body. Water can be drawn and manipulated anywhere, even the atmosphere, to emit devastating shockwaves of energy that can even affect devil fruit users. This martial arts is learned primarily by fish-men, but can also be learned by humans or other races occasionally. It would be unthinkable to learn this style of martial arts as a devil fruit user.

Water Adept

Starting at 3rd level, your strikes, whether you're on land or in seawater, are now infused with the water around you. When you make a melee weapon attack, you can choose to use cold damage for the damage type.

 

Arabesque Tile True Punch

Starting at 3rd Level, you can manipulate and control the direction of water in and around your enemy's body. Whenever you hit a creature with one of the attacks granted by your Swift Barrage, 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.

Five Thousand Tile True Punch

At 6th level, you gain the ability to channel your ki into devastating waves of water-infused energy. Immediately after you take the Attack action on Your Turn, as a bonus action, you can spend 2 ki points to force each creature in a 15-foot cone to make a Dexterity saving throw against your Ki Save DC. A creature takes three Martial Arts dice in cold damage on a failed save, or half as much damage on a successful one.

You can spend additional ki points to add an additional one Martial Arts die to the damage.

Wrath of the Sea

Also at 6th level, your attacks made with your unarmed strikes, martial artist weapon, or martial artist spells deal additional cold damage equal to half your proficiency bonus (rounded up).

Sharkskin Palm Block

At 11th level, the power of your water-infused ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can take a defensive stance to create a protective aura of water that emerges 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:

  • You and your allies within your aura gain resistance to the chosen damage type.
  • Waves of water-infused aura flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target of the attack can use their reaction to deal an amount of cold damage equal to one roll of your Martial Arts die to the attacker.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.

Shark Pack Attack

At 17th level, you can release a pack of watery sharks that tear apart any creatures they catch. As an action, you can spend up to any number of ki points and conjure a number of shark projectiles equal to ki points spent to hurl at targets within 120 feet of you. You can hurl them at one target or several. Make a ranged spell attack for each shark using your proficiency bonus + Wisdom modiifer for the attack modifier. On a hit, the target takes 2 Martial Arts die in cold damage and is restrained until the start of your next turn, when the sharks evaporate.

Vagabond Drill

You gain the ability to hurl water from your hands in a powerful water shock wave that pierces through an opponent's body. You can replace an attack with this technique when you take the Attack Action. It deals piercing damage equal to your normal unarmed attacks and has a range of 10 ft. Alternatively, you can make it into a projectile with a range of 30 ft, which you must use your Dexterity to aim. When using this technique underwater, it has a range of 20 ft, and the projectile has a range of 60 ft. In both cases, this technique requires a water source to use.

Shark Brick Fist

A powerful straight punch that transmits the force of the impact through the water in a person's body, enabling the strike to bypass a person's defenses. As a result, all of your unarmed strikes do Thunder damage. Additionally, as an Action on your turn, you can strike the space before you and “cast” Thunderwave without components. Underwater, your normal unarmed strikes are now in a 15 ft cone, and your Thunderwave becomes a 30 ft cone.

Ocean Current Shoulder Throw

When you take the Attack Action on your turn, you can replace an Attack with the Ocean Current Shoulder Throw. You and your opponent must make contested Strength (Athletics) checks. You grapple and throw your opponent to the ground if you succeed. They take damage equal to an unarmed strike and are now prone. Underwater, the Ocean Current Shoulder Throw’s usage is twofold. Firstly, you can cause a stream with a 5 ft radius to rocket from the sea's surface to a point on land within 60 ft of you. Any creature within the stream’s radius takes bludgeoning damage equal to your Thunder damage die + your Strength or Dexterity modifier and must make a Dexterity Saving Throw or be pushed back 5 ft. Additionally, you can use this stream to move to the area that it has landed on with a Bonus Action. Secondly, you have learned to manipulate sea currents around you. As an Action, you can use the currents to your advantage. In a 30 ft radius around you, any movement penalties that may be applied to you or your allies while swimming are removed.

Fish-Man Karate Image

Comments

Posts Quoted:
Reply
Clear All Quotes