Base Class: Monk
“Still water hides the deepest truths.”
This monastic tradition hails from rare coastal orders that see the ocean not as force or faith—but as memory. These monks do not bend the sea to their will. They let the sea reshape them. They act as tide-bound wanderers, defenders of forgotten shores, and the bearers of the breath of Aevyr, the Cradle Below.
Level 3: Teachings of the Tidelocked Soul
Breath of the Tide
You always know:
- The current tide direction
- The nearest coastline or coastal settlement you’ve visited
- The moon’s phase and position
Additionally:
- You gain a swimming speed equal to your walking speed
- You can breathe underwater
- You can meditate underwater as if it were solid ground
Swimming Speed
You gain a swimming speed equal to your walking speed
Tide's Strike
When you use your Martial Arts feature while within 5 feet of a body of water, your unarmed strikes may deal bludgeoning or cold damage (your choice).
In addition, you learn the Shape Water cantrip, Wisdom is your casting stat for it.
Level 6: Surge of the Deep
As a [Tooltip Not Found] action, you can expend 1 Focus Point to unleas the sea's force through your strikes into the end of your turn.
Your unarmed strikes gan 10 feet of range.
When you hit with an unarmed strike, you may pull or push the target 10 feet in a direction of your choice (no save)
You gain advantage on checks to resist being moved, knocked prone, or restrained by water or wind effects
Your strikes leave behind a trailing echo of seafoam or spectral water. The visual is yours to define: ghostly tidal limbs, pressure sheens, or rushing current auras.
Surge of the Deep
Your unarmed strikes gain 10 feat reach.
Level 11: Defiance of the Drowned
Once per short or long rest, when you are reduced to 0 hit points or knocked unconscious, you may instead drop to 1 hit point and remain standing.
When you do:
You immediately gain the effects of Step of the Wind (no ki cost)
You may move up to 60 feet without provoking opportunity attacks
You exhale a rush of water and radiant steam that forces enemies within 5 feet to make a Dexterity saving throw (DC = 8 + your proficiency + your Wisdom modifier) or be knocked prone
Defiance of the Drowned
You exhale a rush of water and radiant steam that forces enemies within 5 feet to make a Dexterity saving throw (DC = 8 + your proficiency + your Wisdom modifier) or be knocked prone
Stillness of the Abyss
While you are underwater or unmoving for a full round:
- You become invisible until you move or take an action
- You are immune to any divination magic or scrying spells
In addition, you can spend 2 ki points to teleport up to 60 feet to any space adjacent to a body of water you can see (including fountains, flooded rooms, or tidal pools).
You leave behind a soft splash of saltwater and a fading sound like distant waves.
Previous Versions
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