Monk
Base Class: Monk

The Way of the Tide teaches its students to center themselves from the unpredictability of the ocean and of life. Tide Masters understand that changes happen every moment, especially in combat. They remain steady, analyzing the shifting flows of battle, finding the opportune time to advance or retreat.

Tide Master believe that nothing is static, and everything has an impact on something else. They learn that you can’t step into the same ocean twice, something will always be different, leading them to live a life that goes with the flow.

Analyze Tide Conditions

Tide Masters learn to remain vigilant to changing tide conditions and rogue waves, analyzing the phases of the moon. This allows them to remain alert to escalating situations. When you choose this tradition at 3rd level, you can add half your proficiency to initiative rolls during crescent, half, and gibbous moons. During a full moon, you can add your entire proficiency bonus. During a new moon, you receive no bonus.

Escape Riptide

At 3rd level, you learn how to escape harsh riptides. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Crashing Waves

Starting at 6th level, you understand the harshness of crashing waves, finding and creating opportune moments to engage. You gain the following benefits.

Overcome the Wave. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Tide. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Tide Whip

By 11th level, your mastery of the tides allows you to manipulate the sheer force of the ocean, bending it to your will. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Tsunami

At 17th level, you gain the ability to damage your enemy, as if they had just been hit by a tsunami. When you use your Flurry of Blows, you can make up to two additional attacks with it (up to a total of four Flurry of Blows attacks), provided that each Flurry of Blows attack targets the same creature this turn.

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2022 8:41:58 PM
4
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes