Monk
Base Class: Monk

You follow a monastic tradition that teaches you to harness the power of water. When you focus your ki, you attune to power of water and use it as extension of your own body, protecting yourself from harm and crushing your opponents with the force of the ocean waves.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as silver or white dragons, or other aquatic creatures.

You follow a monastic tradition that teaches you to harness the power of water. When you focus your ki, you attune to power of water and use it as extension of your own body, protecting yourself from harm and crushing your opponents with the force of the ocean waves and piercing blizzards.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as silver or white dragons, or other aquatic creatures.

Crushing Wave Technique

3rd-Level Way of the Pure Water Feature

You can channel crushing waves of water, coalesced from the ambient air and nearby or underground water sources. When you take the Attack action on your turn, you can replace one of the attacks with a crushing tidal wave in a 20-foot cone. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking bludgeoning damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. If the target fails the save, they are pushed back 15 feet if they were within 10 ft of you when they were struck by the wave.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts dice and you can cast Control Water by expending 4 Ki points.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Shield of Atlantis

6th-Level Way of the Pure Water Feature

You can manipulate the water in the surrounding environment, pulling it together into a shield of water or encapsulating yourself in a protective bubble.

As a reaction when taking damage from attack or spell, you coalesce water, shaping it as needed to protect yourself from incoming attacks until the start of your next turn, or its hit points are depleted. The shield has hit points equal to 4d4 If the incoming damage type is fire, double the result. The shield lasts until the beginning of your next turn, and you choose which attacks it intercepts.

At 11th level, this increases to 8d4.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Atop the Frozen Peak

Beginning at 11th level, you use a bonus action to channel the biting winds of the frozen peak for one minute, which swirl about you. For the duration, you gain resistance to cold damage and all creatures of your choice that start their turn within 10 feet of you or come within 10 feet of you on their turn must make a constitution saving throw against your Ki save or be struck by three rolls of your Martial Dice in cold damage and have their movement speed reduced by half. If they succeed on their saving throw, they take half damage and are not slowed.

In addition, your other water-based powers gain new effects for the duration.

Crushing Wave Technique: Deals cold damage and reduces their movement speed by half in addition to its normal effects.

Shield of Atlantis: You can use the frozen Shield of Atlantis to deflect spell attacks that only target you. The spell is deflected off the gleaming surface of the shield toward a target of your choice within 60 feet, or in a direction of your choice if no target is available. To hit the target, you must succeed on an attack roll against the chosen target. You are considered proficient and the spell is considered a monk weapon for the purpose of making the attack.

You can use this feature once per long rest. While you have no uses available, you can spend 3 ki points to use this feature again.

Entomb

17th-level Way of the Pure Water feature

You have learned to use the power of water to entomb a target in ice. When landing an unarmed strike, you may expend 3 Ki points to deal an additonal 10d10 cold damage to a target. In addition, they must pass a constitutuon saving throw or be encased in ice and reduced to 0 hit points. If they are restored to 1 hit point or more, they can repeat their save or else be reduced to 0 hit points again. 

If they are slowed by your other Way of the Pure Water features, they make this save with disadvantage.

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