Base Class: Monk
The Way of the Flowing Water is often described as " the perfect mix of offence and defense" from redirecting blows to encasing your enemies in ice
Flowing Waterfist
When struck by a melee attack, you can use your reaction plus 1 ki point per increment of 10 damage to deal damage equal to the damage they dealt to you plus a martial arts die, that damage is cold damage, this can be used once per enemy per dawn.
At later levels you can redirect spell attacks that only target you, but not the effects of the spell.
At level 17 it goes to 1 ki point per increment of 15 damage.
Fighting Style Mimicry
Once per long rest, you can mimic the fighting style of an melee attacker, any damage dealt is cold damage and any saving throws used are used with your WIS modifier. Each time you take damage you need to make a concentration check equal to 10 or half of the damage taken, whichever is higher. You can use this ability once per short rest, using this ability you can use any of your normal abilities in unison. This ability costs 1 Ki point per 3 levels in there respective class, or equal to the CR rating of the enemy.
The mimicry copies the characters original stats for the first class they started with, if this rule doesnt apply it goes to all there melee combat ABILITIES, not damage or modifiers.
EX: A Battlemasters Pushing attack. if any of these use a Dice specific to that class you give up your own Ki points, if anything needs to be rolled out for it you use your martial arts Die for it.
Flash Freeze
Whenever you strike with an unarmed attack, you can add 1 to 3 ki points, each ki point dealing an extra 2D6 Cold damage, whenever you use Flash Freeze the enemy needs to make a CON saving throw or have there movement slowed by 15 feet until the end of there next turn, you cannot add Flash Freeze to reaction attacks.
Final Flash
Whenever you make a unarmed strike you can 1 Ki point and up to 10 Ki points, each Ki point adding 2D10 Cold damage to your attack and your attacks reach is increased by 10 feet, if you use 5 or more Ki points then the enemy needs to make a CON saving throw or be incased in ice and becomes incapacitated. After you make this attack all of your unarmed strikes after that attack deal an extra 2D6 Cold damage, when your turn ends you get knocked unconscious. you can use this ability once per long rest.
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