Monk
Base Class: Monk

Across coastal monasteries, cliffside shrines, and wandering sailor-clans, this incredibly rare monastic tradition teaches its disciples to fight with the rhythm of the tide. These monks study the motion of waves and it in turn teaches their movements. Through meditation and precise breathwork, they learn to draw ki through the body like flowing currents, letting movement become fluid and effortless.

Tideborn monks weave between attackers with sudden shifts and eddies of motion, redirecting strikes as easily as a wave diverts a stone. Their ki manifests as mist, cold spray, or spiraling currents that empower their strikes. At higher levels, their bodies become so attuned to water that they slip through narrow spaces, move like drifting fog, or transform into living currents.

Legends speak of Tideborn masters who can summon the echo of a primordial Leviathan, a colossal spirit of the deep whose power sleeps within the ocean’s oldest currents. Whether viewed as sacred guardians of coastal communities or wandering storm-callers whose presence heralds change, Tideborn monks are united by their pursuit of movement without resistance and strength without rigidity. Like the sea itself, they are patient, relentless, and always in motion.

Tideweaver's Flow

Your movements become as fluid as water. You gain the following benefits:

Fluid Step. You gain a swimming speed of 30 feet. You ignore all liquid based difficult terrain impediments.

Ebb & Flow. When a creature misses you with an attack, you can use your reaction and expend a Ki Point to choose one of the following effects:

  • Ebb. You shift up to 10 feet without provoking opportunity attacks from the creature that attempted to hit you.

  • Flow. The attacker must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone .

Bonus Proficiency. You gain proficiency with navigator's tools and water vehicles.

Breaker Arts

You learn to unleash controlled bursts of water-guided motion when you strike. When you hit a creature with an unarmed strike, you can spend 1 ki point to use one of the following Breaker Arts. You can use only one Breaker Art per turn.

Crashbreaker.
You deal extra damage equal to one roll of your Martial Arts die. The damage is bludgeoning or cold (your choice). The target must make a Strength saving throw or be knocked prone.

Undertow Grasp.
You can move the target into any location within 5ft of you. You can then make a grapple attempt against it as part of the same action, using your Dexterity modifier instead of Strength for that check.

Riptide Step.
You move so fast that you seem to disappear, you teleport up to 10 feet to an unoccupied space you can see. The space you left becomes lightly obscured by swirling watery mist until the start of your next turn.

Mistdancer Form

As a bonus action, you can spend 2 ki points to assume the Mistdancer Form, which lasts for 1 minute. While in this form, you gain the following benefits:
You have resistance to bludgeoning, piercing, or slashing damage. You can pick one at the start of each of your turns.
Creatures have disadvantage on opportunity attacks made against you.
You can move through the space of hostile creatures.
You can move through openings at least 1 inch wide without squeezing.

Once per turn when you hit a creature with an attack, you can teleport up to 10 feet to an unoccupied space you can see that contains water, mist, or similar liquid.

Mistburst Defense.
When you take damage from an attack, you can use your reaction to reduce the damage by an amount equal to your monk level. 

Avatar of the Depths

As an action, you can spend 5 ki points to take on a watery, elemental form for 1 minute. While in this form, you gain the following benefits:
You have a flying speed of 30 feet (hover) and your swimming speed increases to 60 feet.
You have resistance to cold damage.
Your reach with unarmed strikes increases by 5 feet.
Your unarmed strikes deal your choice of bludgeoning or cold damage.

Riptide Pulse.
Once per turn when you hit a creature with an unarmed strike, each creature of your choice within 10 feet of that target must make a Strength saving throw. On a failed save, a creature takes cold damage equal to one roll of your Martial Arts die and is pulled 5 feet closer to the original target. 

Leviathan’s Rebuke.
When a creature hits you with an attack, you can use your reaction to force it to make a Strength saving throw. On a failed save, the creature is pushed 5 feet and falls prone.

Ocean Soul.
You can communicate simple ideas to aquatic creatures, as though sharing a limited telepathy.

Comments

Posts Quoted:
Reply
Clear All Quotes