Monk
Base Class: Monk

Monks of The Way of The Flowing River are masters of emulating the ebb and flow of water in its many forms into their martial art. They learn techniques to manifest their Ki into water and manipulate it into various offensive and defensive combinations including concussive blasts of water, swift forceful waves and fluid elusiveness. 

Waterbending

Starting when you choose this tradition at 3rd level, you gain the proficiency with a trident and can use it as a monk weapon. Also, you can spend a Ki point to cast certain spells at different levels.

Monk Level Spells
3rd Fog Cloud, Ice Knife
5th Snilloc's Snowball Swarm, Wall of Water
7th Sleet Storm, Tidal Wave
9th Control Water, Ice Storm, Watery Sphere
11th Maelstrom, Wall of Ice

 

Additionally, upon choosing this tradition, you gain access to the Amphibious feature which allows you a swim speed equal to your walking speed, and the ability to breathe underwater. 

As flavor to your technique, you can also now manipulate water between it's three material forms (gas, liquid, solid).

Rushing River Technique

Starting at 6th level, as a free action, you can spend 1 Ki Point to enhance you attacks by manifesting an amorphous body of water that flows with your movements, extending the range and effectiveness of your Martial Arts and Flurry of Blows.

Martial Arts:

  • When making attacks (unarmed or with a monk weapon), using the Martial Arts feature, the range of your attacks are increased to 15 feet and deals bludgeoning damage (you can choose to spend another Ki Point and make the damage slashing or piercing, with an additional 1d4 cold damage per damage die by freezing the water).

Flurry of Blows:

  • The water can envelop and freeze around a creature, forcing them to make a Strength Saving Throw (DC 10+Wis Mod+Proficiency Bonus). On a failure, the creature is grappled until their next turn where they may attempt the Saving Throw again. This is considered a concentration effect.
  • The water forces them to make a Dexterity Saving Throw (DC 10+Wis Mod+Proficiency Bonus). On a failure, the creature is tripped and knocked prone.
  • The water pushes the creature, causing them to make a Strength Saving Throw (DC 10+Wis Mod+Proficiency Bonus). On a failure, the creature is pushed 10 feet away from you.
  • The water shifts into a 5x5 foot barrier anywhere of your choosing within a 15 foot radius, which can be used as cover.
  • The water envelops your body, deflecting projectiles and adding your Wisdom modifier to your AC until your next turn.
  • The water places itself beneath you, ejecting you 10 feet into the air like a geyser without provoking opportunity attacks. The geyser also pushes all creatures within melee range back 5 feet when it erupts.

Liquid Ki

Starting at 11th level, you gain the ability to manipulate the flow of Ki in yourself and others. Using water, you can soothe injuries on a creatures body, including yourself. As an action, you can touch a creature to restore a number of hitpoints equal to Xd6+Wis Mod (X = amount of Ki Points spent). Additionally, you can spend one Ki Point to cleanse a creature of poison.

Devastating Flow

Starting at 17th level, at the cost of 5 Ki, you can cast the spell Tsunami.

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