Base Class: Monk
Embarking on the path of the Way of the Flowing Stream, you journey through a monastic tradition that invites you to become one with the versatile and formidable essence of water. Like a gentle creek evolving into a powerful river, your ki energy fuses with the graceful and resilient attributes of this ever-flowing element. This master of water allows you to manipulate water in ways that mirror the natural world, from the humble fog cloud to the relentless force of a tsunami.
This path draws you into a meditative alignment with the very cycle of existence, in which water plays an integral role. From the smallest raindrop that nourishes the earth to the vast oceans that teem with life and mystery, you realize that water is not just a part of life; it is a powerful symbol of adaptability, strength, and inexorable change.
Monks who choose this path often adorn their bodies with intricate tattoos representing their unique connection to water. Images of cascading waterfalls, torrential downpours, calm lakes, or even mythical creatures of water such as the majestic dragon turtle or the elusive water elemental are common choices. These tattoos serve as constant reminders of their vows and the fluidity of their spiritual journey.
Piercing Stream
Starting when you choose this tradition at 3rd level, you can create a jet of pressurized water.
As an action, a line of water 30 feet long and 5 feet wide erupts from your palm in a direction you choose. You each creature in the line must make a dexterity saving throw or take 3d8 piercing damage and be pushed 5 feet in a direction you choose. You can do this a number of times equal to your proficiency bonus per short rest or spend 2 Ki points.
At level 5, the line ignores 1 foot of stone, 1 inch of common metal, a thin sheet of adamantine, or 3 feet of wood of full or partial cover.
This ability's damage and push back increases by 1d8 and 5 feet when you reach 5th level (4d8, 10 ft), 11th level (5d8, 15 ft), and 17th level (6d8, 20 ft) in this class.
Bound Stream
At level 3, you manifest a crystalline orb of magical water 6 inches wide that can float with maximum charges equal to your monk level, it refills every dawn or when you short rest around a suitably large water source by infusing magical water in it.
You gain a swim speed of 60 ft and water breathing.
Using the Bound stream, you can shape the magical water into various forms:
Shape water: Tools.
You can create a solid water version of any non magical items that can fit in a 5x5 cube up to 10 minutes, this cannot replicate effects of chemicals, armor or metals (its physical properties are equivalent to steel or lower). ex: alchemist fire, any poisons, plate armor etc. (1/charge)
At level 11 (+1) and 17 (+2), the tools get a bonus to rolls made with the tools.
Shape water: Tricks.
Restore Purity. Water within 30 feet of you is purified and rendered free of poison and disease. The range increases by 15 feet per additional charge used.
At level 10, you can neutralize any poisons in one creature as an action. (1/charge)
Aqueous Step. When you Step of the Wind, you may choose to spend a charge and activate this feature. Instead, move up to twice your movement speed in a single line of your choice. You ignore difficult terrain and this movement doesn't provoke attacks of opportunity.
Slick Defense. When you activate patient defense, you get advantage on stealth checks for the next minute. (2/charges)
Summon water. As an action you create 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The water is clean and doesn't go bad. (2/charges)
At level 6 you gain the following Shape forms.
Shape water: Weapons.
You shape a weapon that counts as a monk weapon for you out of your Bound Stream as an action for 1 minute. The weapons do damage equivalent to your martial arts die. You can additionally summon the weapon as a part of an attack action.
Returning Spear. A Spear with the following modified properties - thrown (60 ft.), versatile (1d10), Finesse. The spear returns to the wielder’s hand immediately after it is used to make a ranged attack or on command. (1/charge)
Dancing Sword. A Shortsword with the following modified properties. This weapon floats within 30 feet of you, being dragged with you when you get too far. Once per turn when you attack, you can move the weapon up to 40 feet. Once per turn as a bonus action you can attack a creature within 5 feet of it. (3/charges)
Crushing Hammer. A Warhammer with the following modified properties versatile (1d10), Finesse. The Warhammer deals double damage to objects and structures, creatures hit can be moved 5 feet to an unoccupied space. (2/charges)
Animated Whip. A Whip with the following modified properties, reach (10 ft.). (2/charges) If you hit a creature with an attack with this weapon, you may as a bonus action attempt to grapple the creature, using either Strength (Athletics) or Dexterity (Acrobatics), giving them the grappled condition on a success. You cannot use the whip to make attacks while it is grappling someone and once grappling a creature the whip can hold the grapple on its own, using it's wielders Strength (Athletics) or Dexterity (Acrobatics). (1/charge)
Explosive Arrows. You create a bundle of 10 Arrows that burst on hit, dealing weapon die piercing damage in a 5 foot radius around the target. (1/charge)
If you are attuned to a magical weapon of one of the mentioned types, you can summon a version of the weapon that maintains all of its features, but may also benefit from the "Bound Stream" feature.
At level 11 (+1) and 17 (+2), the weapons get a bonus to attack and damage roll unless the weapon has already has an equivalent or greater bonus.
Shape water: Tricks.
Barricade. As an action, you can cause the Bound Stream to from a crystalline pavise shield, it acts as 3/4 cover when you stand and full cover when you are prone, it has an AC of 15 with 10 HP with 10 additional HP per additional charge spent. (2/charges)
Surging Wave. As an action, you can cause the Bound Stream to swell into a large wave. Each creature in a 15-foot cube originating from you must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 20 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. (4/charges)
Misty Veil. As an action, you can emit fog from the Bound Stream into a 15-foot radius cloud centered on you, heavily obscuring the area. The cloud lasts for 1 minute or until dispersed by wind, while inside the cloud you can see inside of it. (3/charges)
Hydroplane. As an action, you use the Bound Stream to layer the ground with extremely slippery water. Choose an 15 foot radius circle within 60 feet, the area is difficult terrain for 1 minute and a creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save, you ignore Hydroplane's effects. (2/charges)
Warding Stream
At 6th level, you gain the ability to channel your ki into a Warding Stream around your body. As a bonus action you spend 3 ki points, you gain temporary hitpoints equal to your level for one minute, while you have these temporary hitpoints you gain resistance to fire and cold damage and +2 to your AC.
Torrential Stream
At 11th level, you gain the ability to create an dome of water that emerges from your Bound Stream.
As an Action, you spend 5 ki points to create a 20 foot radius sphere centered on you that moves with you and lasts for ten minutes. When you use this feature, you can designate any number of creatures you can see to be unaffected by it.
The area becomes difficult terrain for afflicted creatures, when a large or smaller creature enters the area for the first time in its turn or starts its turn there, it must make a strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 5d8 bludgeoning damage, moved 20 feet in a direction you choose and becomes prone. On a successful save, the creature takes half as much damage, isn't moved and isn't made prone.
Life Stream
At 17th level, as an action you target a humanoid creature with blood within 5 feet and take control of it's body by bending it's blood to your will. The target must make a constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) and on a failed save they become completely controlled by you as long as you are on the same plane. Although they remain conscious and aware of what you are doing, you can use a bonus action to see through their eyes. Alternatively, you can burst their blood vessels, the creature must make a Constitution saving throw. If it fails, it takes 10d10 necrotic damage or half as much damage on a successful one.
If you take an hour to study the anatomy of any non legendary and/or mythical dead creature with blood, you can use this feature on living of that creature's species.
You can only take control of one creature at a time using this feature.
At level 17 you can also spend 10 ki to summon a water elemental under your control permanently, up to a maximum of 3, you can telepathically control the creature(s).
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