Monk
Base Class: Monk

An aasimar makes fluid movements and causes the water in the air to condense into a cloud, providing cover for his allies.

A dark-skinned human makes a whipping motion with her hand, causing the water to whip out like a monster, slicing her opponent.

A tiefling pulls his arms down and calms the seas that would have otherwise capsized their boat.

A Water Elementalist is a monk who personifies the adaptability and changing nature of the water. These monks extend their Ki from their bodies into nearby bodies of water, even the water in the air, and manipulates it, allowing for great feats of power.

One With the Current

  • You can breathe underwater and gain a swim speed equal to your regular speed.
  • Cast the Shape Water cantrip as a bonus action and can cast Absorb Elements at the cost of 1 Ki, but only against Cold and Fire Damage.
  • Your attacks become wisdom based, instead of dexterity.
  • When you make an Unarmed Strike, you can decide to draw water from a nearby source (including the air if possible) to make a ranged attack. These attacks have a range of 30 feet, are magical, and deal slashing, piercing or bludgeoning damage, additionally these attacks are now wisdom based instead of dexterity or strength. You can use this feature in melee combat as well. When you use the Attack action on your turn to use this special attack, you can spend 1 Ki point to make two additional attacks with it as a bonus action, like you would for Flurry of Blows.

Shape the Flowing River

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.

Pulsing Flow

- Flow: As a bonus action, for 1 Ki point, you can toggle into Flow and stay in Flow till you dispell or switch to crash. Each unarmed strike you successfully land now removes 5ft of movement from the target. This stacks up to 10 times to a max of 50ft of movement. This effects all movements, not just walking speed. 5ft of movement is returned at the start of their turns. If their movement reaches 0, it cannot go past.

-Crash: As a bonus action, for 1 Ki point, you can toggle into Crash and stay in Crash till you dispell or switch to flow. Each attack you successfully land now deals an additional 1d4 magical slashing damage. This damage increases as you level to 2d4 at 5th, 3d4 at 10th, 4d4 at 15th, and 5d4 at 20th.

You stay for 1 Minute in flow or crash.

Phase Shift

Anytime you manipulate water, you can freeze it as a free action. If you deal damage with the water, you can choose for the attack to deal cold damage instead of the attack's normal damage type. In addition, after you take the Attack action you can use a reaction to emerge yourself in water and move yourself up to half your movement in any direction. 

Furthermore, you can use any amount of Ki Points to increase the damage of your attacks, until the start of your next round, by 1d10 Cold damage equal to the amount of Ki points you used.

 

Water Spirit

You can use 6 Ki points to buff yourself with water spirits for 1 minute. You can enter this ability only once per long rest. 

While you are buffed, you have:

The ability to enter a defensive stance to stop enemies from advancing further, this counts as an action, with the same action you can already attack the enemies once. Stance is active for as long as you are in the "Water Spirit" mode. It stops if you move. As an action, you can attack all enemies in a 30 feet sphere with one martial attack. Then they have to succeed a dexterity saving throw to not be pushed 30 feet away. As a reaction you can attack an enemy that enters this 30 feet sphere, if it fails the saving throw its gets pushed back 30 feet. 

Two additional extra attacks. 

2d10 additional magical slashing damage on unarmed strikes.

40 additional movement. 

Triple your Jump distance. 

 

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