Monk
Base Class: Monk

Monks of the Way of the Sea are the ultimate masters of the untamed sea, whether armed or unarmed. They learn techniques to bring the wraith of the sea to their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can make them more like water than creature.

Bermuda Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Wisdom saving throw or be slowed, as if in difficult terrain, the mind of the victim views its world as if swimming through a harsh sea. Makes Wisdom saving throw at end of turn until it succeeds.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. The victim feels as if a wave pulls them backwards.
  • It can't talk until the end of your next turn, every time they open their mouth sea water spills out, instead of words or sound.

Water of the Mind and Body

At 6th level, you gain the ability to heal yourself, and to make your body as fluid as water. As an reaction, you can regain hit points equal to two times your monk level, or gain AC equal to your monk level until the start of your next turn. You must finish a long rest before you can use this feature again.

Sea's Curse

Beginning at 11th level, you can enter a special meditation that surrounds you with the sound of the sea. At the end of a long rest, you gain the effect of the Sea's Curse. That lasts until you become incapacitated or charmed.

Sea's Will

At 17th level, you gain the ability to set up sickening vertigo in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these slight vertigo, which last for a number of days equal to your monk level. The vertigo is harmless unless you use your action to end it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails,  it starts drowning as sea water spills out of their lungs, causing them to be reduced to 0 hit points. If it succeeds, it takes 10d10 force damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vertigo harmlessly without using an action.

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