Base Class: Monk
The Way of the Hollow Wave originated when monks began studying the flow of energy in the wind and ocean waves. The cycles and catastrophes of the naturals world inspired warriors with their power and grace. By mastering a base state of fluidity and awareness, practitioners can gather packets of air and shape the wind into thunderous weapons. The goal of this tradition is to reach the force of the hurricanes that inspired its creation.
Flowing Shockwave
Starting when you choose this tradition at 3rd level, your blows become so strong they can reshape the air to carry their force. When you damage a target with an unarmed strike, you can change the damage type to thunder.
Sharpened Focus
Also at 3rd level, your focus has been sharpened to always be ready for battle. You can add your Wisdom modifier to your initiative, and you gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Gathering Storm Style
At 6th level, your training in redirecting energy flow augments your martial arts:
- Flurry of Blows. When you hit a target with an unarmed strike provided by your Flurry of Blows, you can use the same attack roll against every creature of your choice in a cone behind the original target. On a hit, a target suffers the same damage as the original unarmed strike, but none of the additional effects of the attack. The size of the cone equals the additional feet added to your movement speed by your Unarmored Movement.
- Patient Defense. When you enter your Patient Defense stance, you can use your Deflect Missiles feature without spending your reaction. In addition, if you reduce the damage to 0, you can make the ranged attack with the missile without spending a ki point.
- Step of the Wind. When you use Step of the Wind, each creature within 5 feet of you when you activate this feature must make a Strength saving throw or be pushed back 5 feet from you as a burst wave blasts out from your rapid movement.
Spiraling Blossom Dance
Beginning at 11th level, your mastery of the flow of energy extends to the flow of battle. When you hit a creature with an unarmed strike on your turn, you can spend 5 feet of movement and switch places with that creature if they fail a Strength saving throw. This movement doesn't provoke opportunity attacks. A creature can only be affected by this ability once on each of your turns.
World Breaker
At 17th level, your training has culminated in the ability to send waves through solid objects and even the fabric of space itself. Your unarmed strikes deal double damage to objects and structures.
Additionally, as an action, you can spend 5 ki points to unleash a slash that rends space. Each creature in a line 40 feet long and 5 feet wide out from you in a direction you choose must make a Dexterity saving throw. A creature takes 5d10 force damage on a failed save, or half as much damage on a successful one. A creature doesn't benefit from cover on their saving throw.
Previous Versions
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3/15/2022 4:27:33 AM
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1.0
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Coming Soon
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