Base Class: Monk
The Way of the Flowing Veil teaches that all motion, thought, and spirit are ripples in the same vast current—the unseen energy that connects every realm. To those attuned to its rhythm, the Veil is not a wall between worlds, but an ever-shifting surface reflecting countless possibilities.
Monks of this tradition learn to move like water: patient, yielding, and unstoppable. A strike becomes a wave breaking against stone, and a moment of stillness becomes the calm eye of the storm. They channel Ki through both body and environment, weaving their flow around obstacles with every step and breath.
Legends speak of the first practitioners awakening when the Veil itself trembled. Across the Twin Realms, lakes stilled and rivers reversed course, while silence hummed beneath the surface. From those awakenings came the Flowing Veil—an order devoted to balance between motion and stillness, between the seen and the unseen.
To outsiders, these monks seem serene yet unpredictable: one moment perfectly motionless, the next a blur of mirrored strikes and whispering air. They are mediators between opposing forces—water and stone, light and shadow, worlds divided by the Veil. Many wander through places where reflection meets reality: moonlit lakes, sunken halls, or caverns filled with still water glowing from within. Wherever the Veil whispers, they listen.
Though their art may appear tranquil, the Flowing Veil’s discipline is a weapon as graceful as it is devastating. They strike with the weight of tides, defend with the calm of depth, and in their greatest mastery, their movements begin to reflect across space itself.
“Be still long enough and the world will answer.
Strike fast enough and the answer becomes an echo.”
— Master Hydrin of the Still Current
To witness such a monk in battle is to glimpse the edge between worlds—a fleeting shimmer upon the surface of water, a current that cannot be stopped, only followed.
Rippling Step
When you roll Initiative while standing in water or within 10 feet of it, you may add your Wisdom modifier to the roll.
Until the end of your next turn, you can move across water or climb slick surfaces as if they were solid ground. Your movement leaves faint, glowing ripples of light that fade after one round.
Whispering Flow
When you hit a creature with Flurry of Blows, you can send a ripple of Ki through the air. Choose one of the following effects:
- The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pushed up to 15 feet away.
- The target must succeed on a Dexterity saving throw or be knocked prone and pulled 5 feet toward you.
- The target has disadvantage on its next attack roll before the end of its next turn, as blurred Ki waves obscure its vision.
If this feature is used in or near water, translucent reflections of yourself briefly appear in nearby surfaces—a reminder that the Veil watches back.
Serenity of the Depths
While using Patient Defense or spending a Ki point to Dodge, you enter a meditative trance mirroring the stillness of deep water.
Until the start of your next turn, you gain temporary hit points equal to your Wisdom modifier plus half your Monk level (rounded down).
If you begin your next turn touching water, you can also end one effect causing you to be charmed or frightened.
Confluence of Mirrors
As an action, you can spend 3 Ki points to create a shimmering echo of yourself that lasts for 1 minute. The mirror appears in an unoccupied space within 30 feet of you. It moves when you move and imitates your actions.
- When you take the Attack action, the echo also attacks, dealing half the damage of your unarmed strike.
- You and the echo share hit points.
- When either you or the echo takes damage from a melee attack, the other gains a +2 bonus to AC until the start of your next turn.
- You can dismiss the echo as a bonus action.
After the echo fades, water within 20 feet trembles violently, and faint whispers echo from beyond the Veil.
Discipline of the Undercurrents
While you are in direct contact with water, you gain a bonus to your AC equal to your Wisdom modifier (minimum +1).
You can hold your breath three times longer than normal and have advantage on Athletics and Acrobatics checks to swim, balance, or resist being moved.
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