Monk
Base Class: Monk

The Dark Tide beckons to the flow of its soundless depths, arming those worthy with the weapons of its will. Those who choose to apply such discipline find themselves a most versatile combatant, in time, aided by the waters themselves. A monk who follows the Way of the Dark Tide finds themselves armed with weapons of water, giving them range and versatility exceeding the norm for monks. A resourceful mind is this monk's most valuable asset.


 

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency in the Stealth skill if you don’t already have it. 

Liquid Arsenal

At 3rd level, your attunement to water itself allows you to create basic weaponry at a moment’s notice, granting you the ability to summon a ninjatō or shuriken. 

The damage type of the ninjatō is slashing, shuriken is piercing. Both use your martial arts die for damage. You are proficient with them, and you add your Dexterity modifier to their attack and damage rolls. Ninjatō are light and finesse weapons, shurikens are finesse and thrown weapons (range 20/60). 

You may use these weapons in place of unarmed strikes, where applicable (i.e. Flurry of Blows or Extra Attack). These attacks also become magical for the purpose of overcoming resistance and immunity when you gain Ki-Empowered Strikes at 6th level.

Wet Block

At 6th level, you are able to conjure a watery version of the Shield spell as a reaction when you expend 2 ki points. You may choose to expend 1 additional ki point to extend the effect of the spell to one other creature of your choice within 30 feet of you. If an opponent hits this spell with a melee attack, they must succeed on a Strength saving throw or be knocked back from you 10 feet. Your spell save DC uses your Wisdom modifier.

Protean

At 11th level, you channel the whole of your being into every strike you deal, and you are uniquely committed to the types of damage you harness as you dish it out. After you have used an attack, you gain resistance to the damage type of the attack you just used until the beginning of your next turn in combat (six seconds) or until you use an attack of another damage type. This resistance applies to any attack you commit to, even spell attacks by way of a magic item or similar means. If an attack would use more than one type of damage, you are granted resistances to every damage type it utilizes. You do not need to actually land a hit to gain resistance to the type of damage you would have dealt with your last attack. 

Flowing Momentum

At 17th level, you have become one with your Liquid Arsenal and enter a flow state as you fight with it, gaining momentum as your strikes land. This state is entered after successfully landing 5 strikes with your unarmed strikes or Liquid Arsenal. These strikes do not need to happen on separate turns, and may be counted in succession with extra attacks or Flurry of Blows.

While in a flow state, you gain 10 feet of walking speed and +2 to your attack bonus. You also become able to gather water faster and summon much larger versions of your watery shuriken and ninjatō. 

When you attack with these weapons, your martial arts die is rolled twice. These upgraded weapons may only be used to attack when taking the attack action, and thus cannot be used as an extra attack. You may still unleash your Liquid Arsenal in its typical forms as extra attacks after using this upgraded version.

Your flow state ends at the end of combat or if you are paralyzed, petrified, or incapacitated.

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