Monk
Base Class: Monk

The Way of Water students train their mind and body to interact with and control fire.  Many masters will spend years meditating under waterfalls or in large bodies of water.  When focusing their ki, they are able to channel and control the flow of the water all around them.

Water Whip

When you choose this tradition at 3rd level, you can use your ki to summon tendrils of water around your arms to affect the battlefield.  As a bonus action, you can spend 2 ki points to have water whips gather around your arms and legs for 1 minute.  You can attack with the water whip with differing affects.  The water whip counts as a monk weapon.

Your water whip has a 15ft. reach.  When you hit an opponent with your whip you may force the creature to make a Strength save against your Ki save DC or be grappled.  A creature grappled this way can repeat the save at the end of its turn to break the grapple.  You can grapple up to 2 creatures at a time.  You can grapple a creature or object as long as it is large or smaller.  Any attack you make against a creature you have grappled this way has a + to hit equal to your proficiency bonus.

 You cannot use stunning strikes on water whip attacks.

Water Control

At 3rd level, you gain the ability to summon and better control water.  You gain access to the cantrip Shape Water and if you spend 1 ki point to cast the spell Create or Destroy Water.

Water Affinity

At 6th level, you gain the ability to breath underwater and gain a swim speed equal to your walking speed.

Improved Water Whip

At 6th level, you gain better control of your water whips.  In place of one of your attacks, you can now choose whether or not to deal damage when you grapple creatures and objects.  You can now move a grappled creature 10ft. (as long as it stays within your reach) or throw a creature up to 20ft.  A thrown creature will no longer be grappled and take 1d6 bludgeoning damage for every 10ft. it is thrown.

You can now use the water whips to pick up and move objects within your reach.  You may also use it to grab onto things and pull yourself up such as grabbing the ledge of the second floor and pulling yourself up or suspending yourself from the ceiling.

Greater Water Control

At 11th level, you can now control and affect large areas of water.  You can spend 3 ki points to use the spell Control Water.

You can now grappled huge creatures.

Blood Master

At 17th level, you gain the ability to control the blood inside other creatures.  As an action, you can spend 4 ki points to force a creature within 15ft. to make a Constitution saving throw in an attempt to control a creature through its blood.  If the creature fails the save, the creature is now under your control for the next minute or until it passes its Constitution saving throw.  At the end of each of its turns, the creature can make another saving throw.  When the creature passes the saving throw or the effect ends, it will take 8d6 magical bludgeoning damage.  You can spend an additional 3 ki points to force disadvantage on the save.

As part of your action to take control of the creature, you may force the creature to use its action.  It requires the use of your action and for you to maintain concentration to make the creature do what you want.  By doing so, you can have the creature use any action it is able.  You can also use your action to end the effect early by trying to force the blood from the creatures body.  This will end the effect and cause the creature to take 12d6 magical bludgeoning damage.

This effect will also end if you ever lose sight of the creature or you lose concentration.  This will only affect creatures that have blood or other form of liquid running through their body.  If you don't use your action to control the creature, it will waste its turn doing nothing.

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