Base Class: Monk
Monks trained in the Way of the Flowing Water are taught not to oppose, but to embrace. Even in the face of overwhelming force, master practitioners learn how to blend their movements with those of their opponents to effortlessly turn their aggressive intent against them.
Flowing Technique
When you choose this tradition at 3rd level, your training makes you gain the following benefits:
- You can use Dexterity instead of Strength for making Athletics checks to use the Shove action and to start or maintain a grapple.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can use your bonus action to have the creature make a Dexterity saving throw. On a failure, the creature is knocked prone.
- When you use your Flurry of Blows, you can have one of the creatures hit by the attack make a Dexterity saving throw. On a failure, the creature is knocked prone.
- You can use your Deflect Missiles feature on ranged magic attacks that would hit you.
Ebb and Flow
Starting at 3rd level, you learn how to disrupt the flow of your foes' movements, gaining the upper hand against them in the process. You can use your reaction and spend a ki point when a creature within 5 feet of you succeeds on an attack roll, a Strength or Dexterity ability check or saving throw to force the creature to reroll the d20 and use the lower roll. Additionally, you gain advantage on the next attack roll, Strength or Dexterity ability check or saving throw you make until the end of your next turn.
Arcane Deflection
Starting at 6th level, your masterful use of ki allows you to grasp the flow of certain magical attacks and deflect them. If a spell or effect that would affect one or more creatures around a point includes you, you can spend your reaction and a number of Ki points equal to the spell's level, making a saving throw against the spell as normal. On a success, you may choose a new point for the spell to affect instead as if you were the one casting it. On a failure, the spell remains unaffected and you regain a number of Ki points equal to its spell level.
Flow Arts
Starting at 11th level, you can use your ki to replicate the effects of certain spells. As an action, you can spend 2 ki points to cast Compelled Duel, Calm Emotions, Enhance Ability, or Lesser Restoration, without providing material components. Wisdom is your spellcasting ability for those spells.
Master's Empathy
Additionally starting at 11th level, your spiritual training grants you a deeper understanding of those around you. Insight and Persuasion checks you make are done with advantage.
Calm as Water
Starting at 17th level, the level of mastery you have over your body allows you to enter a state of absolute focus. Using your action, you gain the following benefits for 1 hour:
- On each of your turns, you can take the Dodge action as a free action.
- You gain truesight up to 10 feet.
- You gain advantage on Dexterity saving throws against effects originating from a source you can see.
- Other creatures provoke an opportunity attack from you when they enter the reach you have with your unarmed strike or a monk weapon you're wielding.
- If you have a creature make a Dexterity saving throw, that saving throw is done with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.
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