Monk
Base Class: Monk

Monks of the Way of the Crashing Wave channel the unyielding, destructive power of the ocean—that of massive tidal waves and powerful undersea currents—allowing them to devastate their foes with crushing blows and pushing them across the battlefield as easily as a hurricane tosses around a ship. Of all the monk traditions, the Wave of the Crashing wave is perhaps the most direct. These monks don’t rely on elaborate tricks or magic, just raw force.

One with the Sea

Starting when you choose this tradition at 3rd level, you gain a deep affinity with water. You gain a swimming speed equal to your walking speed, and can breath underwater. In addition, you learn the shape water cantrip. Wisdom is your spellcasting ability for this spell.

Crashing Waves

Also at 3rd level, powerful streams of water flow with your strikes. Once on each of your turns, when you hit a creature with an unarmed strike or monk weapon, you can blast it with a jet of water, imposing one of the following effects on that target:

  • It must succeed on a Strength saving throw or be knocked prone.
  • It is pushed 10 feet horizontally in a direction of your choice.
  • It takes extra bludgeoning damage equal to two rolls of your Martial Arts die.

Once on each of your turns, when you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of these effects, even if you’ve already used this feature that turn.

Riptide

At 6th level, you can surprise foes that leave themselves vulnerable with a sudden surge of water. When a creature you can see ends its turn within 15 feet of you, you can use your reaction to force it to make a Dexterity saving throw. On a failed save, you can impose one of the following effects on it:

  • The creature’s guard is broken. The next attack roll against the creature by an attacker within 5 feet of it has advantage.
  • The creature is pushed 10 feet horizontally in a direction of your choice.
  • The creature takes bludgeoning damage equal to two rolls of your Martial Arts die.

Ocean’s Might

Beginning at 11th level, your Crashing Waves improve in the following in the following ways:

  • If a creature fails its saving throw against being knocked prone by your Crashing Waves, you can grapple the creature as part of the same action. A creature that attempts to escape the grapple must make its ability check against your ki save DC, instead of being contested by your Strength (Athletics) check.
  • Immediately before and after a creature is moved by your Crashing Waves, you can push it an additional 5 feet horizontally. You can move it in the same direction or a different one.
  • The damage of your Crashing Waves increases to three rolls of your Martial Arts die. It increases again at 17th level, to four rolls of your Martial Arts die.

Harbinger of Waves

At 17th level, you learn to harness the full might of the ocean, transforming the water you wield into a massive wave. You can spend 2 ki points to cast the tidal wave spell as a bonus action, or 8 ki points to cast the tsunami spell as an action, with a range of 500 feet. While you’re concentrating on this spell, you can’t use your Crashing Waves feature.

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