Monk
Base Class: Monk

The fundamental teaching of this tradition holds that by emulating The Zaratan, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with the nomadic teachings of the turtle islands, monks who follow this tradition augment their prowess in battle, bolster their allies, and can easily make their way through the water like the Zaratan themselves. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

As a follower of this Monastic Tradition, you unlock the power of your ki through your strong connection to The Zaratan.

 

Zaratic Disciple

At 3rd level, you can channel Zaratic power to magnify your presence and imbue your unarmed strikes with the essence of The Zaratan's raw energy. You gain the following benefits:

  • Zaratic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of The Zaratan. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
  • Zaratic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • Tongue of The Zaratan. You learn to speak, read, and write Old Aquan or one other language of your choice.

Power of the Zaratan

At 3rd level you can channel destructive waves of energy, like those created by the powerful beings you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of Zaratic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Swim Speed

At 6th level you are so in-tune with The Zaratan that your ki allows you to swim alongside them. You gain a swim speed equal to your walking speed.

If you already have a swim speed, it increases by 20 feet at this level.

Aspect of Pahala

At 11th level the power of your Zaratic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of Zaratic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Zaratic Aspect

At 17th level, your Zaratic spirit reaches its peak. You gain the following benefits:

  • Augment Breath. When you use your Power of the Zaratan, you can spend 1 ki point to augment its shape and energy. The exhalation of Zaratic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
  • Explosive Fury. When you activate your Aspect of Pahala, Zaratic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
  • Commune with The Zaratan. In a time of great need, you can call upon your connection to The Zaratan. Roll percentile dice, and if you roll less than or equal to your Monk level, you can ask The Zaratan three questions that can be answered yes or no. You receive a correct answer for each question, to the best of the Zaratan's knowledge. The Zaratan aren’t necessarily omniscient, so you might receive “unclear” as an answer. You can use this ability once per long rest.