Base Class: Monk
You focus your Ki on the Sea the way it twists and bends, the way it encompasses all things. The way of the riptide is a path of fluid force. A riptide monk moves like water flowing seamlessly from one move to another, surrounding their opponents like the ocean’s wrath.
Riptide Style
At 3rd level, you learn the riptide wrestling style, you learn how to flow into the spaces between your opponent's defenses. You may use (Acrobatics) or (Athletics) when attempting to make a grapple check against a creature that is the same size or smaller than you.
Additionally, you may spend 2 Ki points to get advantage on a grapple check, and the target takes bludgeoning damage equal to half your monk level rounded up if you succeed.
At 11th level, you only have to spend 1 Ki point to use this feature, and the damage it deals counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Oceans Lungs
At 3rd level, Due to your extensive work with the ocean, you have learned to survive its whims. You have a swim speed equal to your walking or flying speed whichever is higher. You can hold your breath for up to 15 minutes without suffocating.
Untamed Sea
At 6th level, you flow like the ocean and are just as difficult to tame. When you are grappling a creature, you may expend a bonus action to restrain them as well. After you restrain a creature in this way they are Restrained and Grappled until they escape. While grappling or restraining a creature you cannot be Grappled or Restrained by that creature.
Undercurrent
At 11th level, you know how easy it is to lose your breath in an instant, and you know how to make others lose theirs just as quickly. When you have a creature grappled you can spend an action to put them into a sleeper hold, they make a Constitution saving throw against your Ki save DC or are knocked unconscious for 1d4 rounds as you cut off the blood flow to their brain. While in this hold the creature is unable to breathe or speak.
In addition, you may use a bonus action to choke unconscious creatures, causing them to begin suffocating. Creatures that do not need to breathe or can hold their breath for an extended period of time are immune to this feature.
Rip and Batter
At 17th level, You understand how to leverage your strength to cripple a mortal's body. If you have a creature your size or smaller within your attack range that is helpless or restrained by you, you may as an action spend 2 ki points to try and snap their neck. You make an unarmed attack at -5 to your attack roll and if the attack is successful, you wrench their neck dealing 2d4 Strength or Dexterity damage (whichever is higher). A creature that is immune to critical hits or has no discernible head or neck is immune to this stat damage. The stat damage dealt by this feature can be restored by Regenerate or Wish if the creature is still alive. If someone dies as a result of this feature, Revivify, Raise Dead, and Resurrection all set Strength and Dexterity to a minimum of 1.
(It is intended that True Resurrection and Reincarnate ignore all physical stat Damage)
Riptide Style
At 3rd level, you learn the riptide wrestling style, you learn how to flow into the spaces between your opponent's defenses. You may use (Acrobatics) or (Athletics) when attempting to make a grapple check against a creature that is the same size or smaller than you.
Additionally, you may spend 2 Ki points to get advantage on a grapple check, and the target takes bludgeoning damage equal to half your monk level rounded up if you succeed.
At 11th level, you only have to spend 1 Ki point to use this feature, and the damage it deals counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Oceans Lungs
At 3rd level, Due to your extensive work with the ocean, you have learned to survive its whims. You have a swim speed equal to your walking or flying speed whichever is higher. You can hold your breath for up to 15 minutes without suffocating.
Untamed Sea
At 6th level, you flow like the ocean and are just as difficult to tame. When you are grappling a creature, you may expend a bonus action to restrain them as well. After you restrain a creature in this way they are Restrained and Grappled until they escape. While grappling or restraining a creature you cannot be Grappled or Restrained by that creature.
Undercurrent
At 11th level, you know how easy it is to lose your breath in an instant, and you know how to make others lose theirs just as quickly. When you have a creature grappled you can spend an action to put them into a sleeper hold, they make a Constitution saving throw against your Ki save DC or are knocked unconscious for 1d4 rounds as you cut off the blood flow to their brain. While in this hold the creature is unable to breathe or speak.
In addition, you may use a bonus action to choke unconscious creatures, causing them to begin suffocating. Creatures that do not need to breathe or can hold their breath for an extended period of time are immune to this feature.
Rip and Batter
At 17th level, You understand how to leverage your strength to cripple a mortal's body. If you have a creature your size or smaller within your attack range that is helpless or restrained by you, you may as an action spend 2 ki points to try and snap their neck. You make an unarmed attack at -5 to your attack roll and if the attack is successful, you wrench their neck dealing 2d4 Strength or Dexterity damage (whichever is higher). A creature that is immune to critical hits or has no discernible head or neck is immune to this stat damage. The stat damage dealt by this feature can be restored by Regenerate or Wish if the creature is still alive. If someone dies as a result of this feature, Revivify, Raise Dead, and Resurrection all set Strength and Dexterity to a minimum of 1.
(It is intended that True Resurrection and Reincarnate ignore all physical stat Damage)







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