Base Class: Monk
Monks of the Way of the Scallywag are at home on the open seas. They perfect their body for life among the waves and to be one with the ebb and flow of the tides. Through practice, dedication, and a sailor's grit, Way of the Scallywag monks voyage off to far off locations. Some members find themselves on large naval ships whereas others make there way on more nefarious vessels, using their honed body for extrajudicial gains. Way of the Scallywag Monks are not afraid to throw out the first punch and use whatever means necessary to gain the upper hand. Monasteries act more like crews, a cohort of individuals that follow a code and raise a flag representative of their love of the ocean. By connecting with the waters on which they sail, they become an extension of its might.
Seafaring Sevant
Starting when you choose this tradition at 3rd level, you learn to hone your body for life at sea. As a result, you gain the following benefits:
- You gain a swim speed equal to your walking speed.
- You gain proficiency in water vehicles.
- You can breath underwater
- You can telepathically speak with any creature that could normally understand you out to 60 feet while fully submerged in water.
- You learn the Shape Water cantrip.
- You can use you Wisdom modifier in place of your Charisma modifier when you make a Intimidation check.
- As a bonus action, you can expend 2 ki points to cause a thin layer of water to flow over your body. While this water is present, you gain a +1 bonus to your AC and your unarmed strikes deal an additional 2 points of cold damage. This water flows around you for 1 minute, until you take lightning damage, or until you lose concentration as if concentrating on a spell.
Oceanic Arts
At 6th level, you can use your ki to duplicate the effects of certain spells. You can spend ki points to cast the following spells: Create or Destroy Water (1 ki point), Speak with Animals (beasts with a swim speed only; 1 ki point), Find Familiar (2 ki points), Tidal Wave (3 ki points), Wall of Water (3 ki points), and Control Water (5 ki points). Casting these spells in this way does not require material components and you can concentrate on these spells while also concentrating on your Seafaring Savant feature. If you fail to make a Constitution saving throw to maintain concentration, you lose concentration on both effects.
Additionally, your body can use water to hide from enemies. While fully submerged in water or if you used your action to cast the Create or Destroy water affecting a space you are located in, your Patient Defense feature gains additional benefits. Along with taking the Dodge action as a bonus action on your turn, you can also take the Hide action. When you use this feature, you also gain resistance to cold damage until the end of your next turn.
Watery Translocation
Starting at 11th level, as an action if you are submerged in water or as part of the action you use to cast Create or Destroy Water on a space you are occupying, you and one willing creature of your choice can teleport to point you can see within 50 feet.
Master of Seas
At 17th level, you can control vast swaths of water to your beck and call. You learn the Tsunami spell and can cast it once per long rest as an action instead of over the course of 1 minute. Additionally, the damage bonus from your Seafaring Savant feature increases to a +4 bonus to damage rolls for your unarmed strikes.







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