Base Class: Monk
Waterbending is a elemental bending discipline that is only taught in the north and south pole; its main technique is to go with the flow. Redirecting attacks, using your opponent's force against them.
Water-Bending
Because of your waterbending bloodline, you gain the ability to produce water and manipulate it as if it were an extension of your body. You learn waterbending spells. You can cast these spells without using up a spell slot, and without needing verbal components. Additionally, instead of any material components you would normally need to cast these spells, your waterbending spells (excluding Create/Destroy Water, which requires a humid environemnt or plants) each gain a new required material component: a certain amount of water., detailed in the table.
- Your Spell Save DC for your waterbending spells is equal to 8 + your proficiency bonus + your Wisdom modifier. Your spell attack bonus for your waterbending spells is equal to your proficiency bonus + your wisdom modifier.
- Waterbending spells don't count against the number of spells you can have prepared, and are always considered prepared.
You learn the Shape Water cantrip. You learn additional waterbending spells at 3rd, 4th, 5th, 7th, and 9th level, as shown in the table below.
| MONK Level | Spells |
|---|---|
|
3rd (1/2 gal) |
Create or Destroy Water, Ice Knife, Grease (slippery sheet of ice) |
|
4th (2 gal) |
Rime's Binding Ice, Spike Growth (ice spikes) |
|
5th (4 gal) |
|
|
7th (6 gal) |
Control Water (no additional water required), Watery Sphere |
|
9th |
Lastly, as a bonus action after using a waterbending spell on a creature within 60 feet of you and the waterbending spell involved hurling water at the target, you can choose to expend 1 ki point to freeze them in the water. The creature(s) must make a Dexterity Saving throw against your Spell Save DC or be restrained in the newly formed ice, which lasts hours equal to your proficiency bonus. They can expend an action to make a Strength check to try to break free of the ice.
Water Affinity
At 6th level, you gain a further affinity with water and its variants. You gain resistance to cold damage and do not suffer from extreme cold, and gain a swimming speed equal to your walking speed. Whenever you roll a 1 on a damage die when dealing cold damage, you can reroll the damage die. You must use the new roll.
Additionally, whenever you hit a target with a melee weapon attack, you do extra cold damage equal to your previous martial arts die + 3. (For example, at level 6, you would do an extra 1d4 + 3 cold damage; at level 11, you would do an extra 1d6 + 3 cold damage).
Lastly, your greater affinity to water improves your control over it. Whenever you cast Shape Water, the area of effect is increased to a 15 foot cube, and you can cause manipulate it in two of the listed ways with one use of the spell.
Water Cloak
Beginning at 11th level, you learn a new waterbending technique: the water cloak. As a bonus action, you activate the cloak. To do this, there must be a body of water of 4 gallons of water per tentacle you will make, within 15 feet of you. When you activate the cloak, you surround yourself with up to 6 tentacles of water. Each tentacle has 10 hit points, resistance to fire damage, and vulnerability to lightning damage. If a tentacle takes cold damage, attacks made with a tentacle do an extra 1d6 cold damage. While you have at least 2 tentacles, you have a +1 bonus to your AC. Whenever you are hit with an attack, you can choose to make your tentacles take half of the damage. As an action during your turn, you can command up to half of your active tentacles to do one of the following:
- Grapple: One of your tentacles attempts to grapple an enemy within 15 feet of you. A creature grappled by the tentacle can still target the tentacle for attacks and spells.
- Slam: Make an attack roll against a target within 15 feet of you. On a hit, the target takes 2d8 bludgeoning damage and must make a Strength check or fall prone (same DC as water-bending).
- Cast Spell: You can destroy a number of tentacles to cast the following spells. These are considered waterbending spells for you, which means you use the spell attack bonus and save DC as in the water-bending class feature. To do this you must use up ki points equal to the number of tentacles you destroy.
- Tidal Wave (3 tentacles)
- Rime's Binding Ice (2 tentacles)
- Ice Knife (1 tentacle; can use more ki points to upcast. 1 ki point = 1 lv of upcasting)
Lunar Influence
At 17th level, you learn to rise with the full moon, just as the tide. During a night with a full moon, all of your waterbending spells and your attacks deal an extra 2d6 damage, have their range doubled, and +3 bonus to attack rolls and save DCs (whichever applicable).
Also during a night with a full moon you gain the ability to bloodbend. As an action, you take control over the circulatory system of any number of targets within 60 feet of you for up to 5 minutes at a time, essencially giving you full control over their bodies. As a bonus action, you can levitate any number of creatures' bodies that you are bloodbending up to 20 feet in any direction; if this causes them to crash against an object, they take 1d6 damage per 10 feet traveled; if this causes them to crash against another creature, the creature they crash into also takes that damage. During their turn, you choose what they do as their action and bonus action; it can be anything excluding casting a spell or anything that doesn't solely involve their body (ie you can't force them to use a psychic ability). Any creature that you are bloodbending takes 3d6 force damage at the beginning of their turn.
Previous Versions
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