Monk
Base Class: Monk

Monks of the Way of the Still Water focus on clearing their minds to wield a style of patience and clarity. They emulate many elements of mental and spiritual exercise, achieving a relaxed stance with focused breathing and careful posture.

Through meditation, these monks eventually come to view patience as a greater tool than anger, maintaining a perfect harmony between body and soul. They move like water - gentle and still in harmony, but devastating under pressure. The water awaits the wrath of that which breaks the surface, and then pushes back with equal force - and in the same manner, these monks await the challenges of their foes and then retaliate with unwavering counters.

Surface Tension

Starting when you choose this tradition at 3rd level, you achieve a state of mental clarity, focusing on your posture and stance within battle. You gain the following benefits:

  • You have advantage on saving throws against effects that would knock you prone.
  • When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
  • When a creature hits you with a melee attack, you can spend 1 Ki point to push back with equivalent pressure. Your attacker must succeed on a saving throw against your Ki save DC. On a failure, they are knocked prone and their speed is reduced to 0 until the end of their turn.

With The Tide

Starting at 6th level, your mindset teaches you to move like, and through, bodies of water.

You have a swimming speed equal to your walking speed. In addition, you can hold your breath underwater for a number of minutes equal to 6 times your Constitution modifier (minimum of 6).

Fluid Motions

Starting at 11th level, you learn to move unrestricted like a liquid, flowing into and out of different spaces with minimal effort. You gain the following benefits:

  • You have advantage on skill checks to escape from a grapple or from nonmagical restraints (such as manacles).
  • You can move at normal speed while squeezing through a small space, and don't have a penalty to attack rolls and Armor Class while doing so.
  • When you take the Dash action, difficult terrain doesn't cost you extra movement on that turn.

Ride the Waves

Starting at 17th level, you can carry others alongside you as though they were riding the waves out to sea.

When you move on your turn, as an action, you can choose to move a willing ally along with you. You expend twice the normal movement required when moving in this way, but your ally does not expend any of their movement. In addition, while being moved in this way, your ally moves with grace and patience like water as you do - the following effects apply:

  • If the creature you attempt to move is knocked prone, they may stand back up as part of this action without expending any of their movement.
  • If the creature you attempt to move is grappled, they immediately attempt a check to escape the grapple with advantage, as you assist them in moving freely.
  • Moving the creature in this way doesn't provoke opportunity attacks against them - but still provokes opportunity attacks against you.

 

Comments

Posts Quoted:
Reply
Clear All Quotes