Base Class: Monk
Monks of the Four River styles learn to flow through the battlefield like a mighty river. Each of the four Great Rivers has its own unique qualities, and the Four River styles reflect that in their training. The Putrid River is full of muck and grime, bringing sickness wherever it flows. The Wandering River takes unpredictable twists and turns as it flows through the mountainside. The Crashing River flows with such force that only the most courageous adventurers attempt to travel in it. The Serene River flows with such grace that most would think the water is standing still.
Disciple of the Putrid River
When you choose this tradition at 3rd level, you learn to better control and dispense negative ki. You gain resistance to poison damage. In addition, whenever you use Flurry of Blows, and hit the same creature with both attacks, that creature must make a Constitution saving throw. On a failed, save, the creature takes poison damage equal to half your monk level and is poisoned until the end of your next turn.
Disciple of the Wandering River
Starting at 6th level, you learn the swift, erratic movements of the Wandering River Style. Whenever you use Step of the Wind, you gain the benefits of both the Disengage and Dash actions as a single bonus action, and difficult terrain doesn’t cost you extra movement.
Disciple of the Crashing River
Beginning at 11th level, you learn to deliver a wave of crashing force through your fists with the Crashing Wave Fist technique. When you hit another creature with an unarmed strike, you can spend 1 ki point to deliver a Crashing Wave Fist, in addition to the unarmed strike’s damage. The target must make a Strength saving throw. On a failed save, the creature takes 1d10 force and you can push the creature up to 15 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
You can increase the power of Crashing Wave Fist by spending additional ki points. The damage increases by 1d10, and the push range increases by 5 feet, for each additional ki point you spend, to a maximum of 3 ki points total. This increases to a maximum of 4 ki points at 13th level, 5 ki points at 15th level, and 6 ki points at 17th level in this class.
Disciple of the Serene River
At 17th level, you can spend 6 ki points as a bonus action to enter a state of serenity. For 1 minute, you gain the following benefits:
- You gain a +2 bonus to AC.
- Your reach with unarmed strikes increases by 10 feet.
- Your unarmed strikes score a critical hit on a roll of 19 or 20.
- You are immune to psychic damage, as well as the charmed and frightened conditions.







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