Monk
Base Class: Monk

Monks who follow the Way of Hidden Tides are masters of using ki to manipulate the hidden tides of gravity all around us. While all great monks can do the impossible by running on water and scaling sheer vertical surfaces without batting an eye, Hidden Tide monks explore that property of ki and take it to the extreme with techniques that amplify, nullify, and even reverse the hidden tides.

Focusing on the use of ki, Hidden Tide monks will learn techniques to utilize the hidden tides whenever they would normally spend ki, to adhere to walls and water surfaces, improve falling, and create a sphere that binds all creatures to that place.

Hidden Tide

Beginning at 3rd level, your study of the hidden tides allows you to tap into your own hidden tide via the flow of energy whenever you expend a ki point.

Tidal Fury. Whenever you use Flurry of Blows, you score a critical hit on a natural 19. The same is true if you return a projectile with a ki point using Deflect Missiles.

Ki Step. Whenever you use Step of the Wind, you may choose to teleport to any place within range that you can see, where the range is the amount of movement you have left on your turn. Moving in this way still costs movement, although you may pass through objects or difficult terrain as though they were normal, unoccupied space when you use this feature.

Tidal Anchor. Whenever you use Patient Defense, you have Advantage on Strength Saving Throws and you cannot be moved against your will except by magical means. If a magical effect would attempt to move you, contest your Ki Save DC against the Spell Save DC with your Ki Save DC winning ties.

Reverse the Tide

Starting at 6th level, you are able to bend the flow of the hidden tides whenever you would normally fall. Whenever you would begin to fall, you may use your reaction to hover in place instead. Your speed is 0 until the end of your next turn.

In addition, as an action you may spend 1 ki point to cast Levitate on yourself.

Rip Tide

Also at 6th level, you can manipulate the hidden tide of creatures you hit with martial arts. Once per turn, you may deal extra d6s of force damage to a target you hit with a martial arts attack. The amount of d6s is equal to the amount of ki points you spend on your turn, or spent on your last turn if you use this extra damage on an attack made with a reaction and did not use this feature on your last turn. A target that takes this extra damage has its movement reduced to 0 until the start of its next turn.

Tidewalker

Beginning at 11th level, your harmony with the hidden tides gives you additional unarmored movement benefits. You gain the ability to stand on or move along vertical surfaces and across liquids without falling.

Tidal Pull

Starting at 17th level, you can cause intense swells of the hidden tides at will. As a part of a martial arts attack or as its own action, you may use 3 ki points to create 15 foot sphere of either Tidal Pull or Tidal Push.

Tidal Pull. Every other creature within a 15 foot radius of you must make a Strength Saving Throw (fully airborne creatures automatically fail) against your Ki Save DC. Creatures who enter this sphere, are forced to enter this sphere, or start their turn in the sphere make the same Strength Saving Throw. On a success, they take 5d10 force damage, their speed is reduced to 0, and they may not leave the sphere except by magical means. On a failure, they take 5d10 force damage, they are moved to the center of the sphere, and they may not move even by magical means unless you move, in which case they move with you at the center of the sphere. This effect ends at the beginning of your next turn unless you spend 1 ki point to lengthen the effect for another round.

Tidal Push. Every other creature within a 15 foot radius of you must make a Strength Saving Throw (fully airborne creatures automatically fail) against your Ki Save DC. Creatures who are forced into contact with the sphere or attempt to enter this sphere on their turn also make the same Strength Saving Throw, even if they enter through magical means. On a success, they take 5d10 force damage and are pushed to the edge of the sphere. On a failure, they take 5d10 force damage and are flung 45 feet away from you. If an object such as a wall or structure prevents them from flying 45 feet back, the creature takes an addition 6d6 of bludgeoning damage on impact. This effect ends at the beginning of your next turn unless you spend 1 ki point to lengthen the effect for another round. While the sphere is up, ranged attacks targeting anything inside the sphere automatically miss and melee attacks have disadvantage.

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