Base Class: Monk
Monks who practice to become a Warrior of Living Water, are attuned to the rhythmic and dynamic nature of water. They draw inspiration from the ebb and flow of ocean tides, embodying the fluidity and adaptability of their elemental muse. These monks possess a remarkable sense of grace and agility, seamlessly transitioning between offense and defense like the ever-shifting currents. Through disciplined training and meditation, they have unlocked the secrets of water's power, allowing them to strike with precision, evade with finesse, and harness the very essence of fluidity in their martial techniques.
Level 3: Attunement with the Waves
At the start of your turn, you can expend 1 Focus Point to imbue yourself with energy of water The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as tendrils of water extend from you.
Watery Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Cold damage rather than its normal damage type.
Control of the Wave. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as tendrils of water surround it.
Surging Strikes
At the start of your turn, you can expend 1 Focus Point to imbue yourself with energy of water The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as tendrils of water extend from you.
Watery Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Cold damage rather than its normal damage type.
Control of the Wave. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as tendrils of water surround it.
Activate Surging Strikes
At the start of your turn, you can expend 1 Focus Point to imbue yourself with energy of water The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.
Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as tendrils of water extend from you.
Watery Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Cold damage rather than its normal damage type.
Control of the Wave. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as tendrils of water surround it.
Level 3: One with the Water
Your understanding of the moving fluid waves empowers your connection with the sea, you gain the following benefits:
Control the Water. You learn the shape water cantrip.
Lessons of the Elements. You can read, speak, and write primordial.
Navigation of the Waves. You gain a swimming speed equal to your walking speed.
Level 6: Pressurized Blast
As a part Attack action, you can use this special attack in place one of your attacks, you make a ranged attack roll at a creating throwing a manifestation of watery energy at a creature within 30 feet of yourself. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls
A creature hit by this takes cold damage equal to a roll of your Martial Arts die. You can also choose to push the creature back 5ft.
Slippery Defenses
Your training and martial prowess allows your body to move as light as the water in which you control, you now gain the following benefits:
Fluid Counter. When an attack roll misses you, that is within reach of your unarmed strikes, you can spend your reaction and make one attack against the creature that missed you or expend 1 focus point to use your flurry of blows against it.
Watery Body. You gain resistance to cold damage.
Level 11: Fluidity of Body
Your body movements have become so fluid your movement is like the light drizzle of rain and the rage of an oceans wave, you gain the following benefits:
Aquatic Adaptation. You can breathe water the same as you would breathe air.
Quickened Dodge. You can take the dodge action as a bonus action. You can use this feature a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
Free movement. While your Surging Strikes feature is active your body can slip through gaps that are larger than 1-inch wide.
Body of Living Water
While your Body of Living Water is active, you also gain the following benefits.
Fluid Form. You gain Resistance to bludgeoning and slashing damage.
Feel the Vibrations of the Waves. You gain blindsight and tremorsense out to 30 feet.
Strengthened Blows. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Body of Living Water
Fluid Form. You gain Resistance to bludgeoning and slashing damage.
Feel the Vibrations of the Waves. You gain blindsight and tremorsense out to 30 feet.
Strengthened Blows. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Level 17: Body of Living Water
While your Body of Living Water is active, you also gain the following benefits.
Fluid Form. You gain Resistance to bludgeoning and slashing damage.
Feel the Vibrations of the Waves. You gain blindsight and tremorsense out to 30 feet.
Strengthened Blows. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
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