Base Class: Monk
When you choose this subclass at level 3 you gain the following features as your body adapts to a life infused with the water element:
- Body of Water: gain swim speed equal to walking speed; if you are a race which already has a swimming speed, your swimming speed is doubled. You also gain the amphibious trait. You also learn the Shape Water cantrip and can cast Create or Destroy Water once per short rest.
- Liquid Strikes: You have learned to empower your attacks with the force of water. You gain the following benefits:
- Once per turn, your first attack using an unarmed strike or a melee monk weapon deals damage equal to two rolls of your martial arts die plus your DEX modifier.
- At level 6 the attack deals damage equal to 3 rolls of your martial arts die plus your DEX modifier and at level 14 you may do this damage in place of two attacks of your choice instead of just the first attack.
- Water Spout: Using water you may make a ranged weapon attack with a range of 30(60) in place of an unarmed strike (including those from Flurry of Blows). This attack deals bludgeoning damage equal to one roll of your martial arts die + DEX modifier.
Learning to style your attacks with the ever flowing currents, you gain the following feature at level 6:
Shifting Currents
You learn to use water to aid you in battle in the following ways. Upon completing a long rest, you may choose 2 of these options to have active. The number of active options you can have at once increases to 3 at level 9, 4 at level 13, and all 5 at level 17. Between long rests, you may swap one option for another as a bonus action at the cost of 2 Focus Points.
- Ever Flowing: You are immune to difficult terrain created by liquid surfaces or ice. You also have advantage in STR (athletics) or DEX (acrobatics) checks to escape or avoid the grappled condition.
- Tide Chaser: If you move at least half of your movement speed before attacking, you gain advantage on all attacks that use your martial arts die for damage until the end of your turn.
- Water Shield: As a reaction to a melee or ranged attack, you may spend 2 Focus Points to summon a column of water to surround and protect you. You gain a +3 to AC and temporary HP equal to 3 times your WIS modifier until the start of your next turn. If the attack still hits, the temporary HP takes as much of the damage as possible.
- Retaliating Riptide: When a creature misses you with a melee attack, you can use your reaction to spend 1 FP to make an unarmed strike.
- Wave Whisperer: You may cast tidal wave as a 3rd level spell once per short rest by spending 3 FP, wall of water as a 3rd level spell once per short rest by using 3 FP, watery sphere as a 4th level spell once per short rest by spending 4 FP, and control water as a 4th level spell once per short rest by spending 4 FP.
Channeling the deepest unknown depths of the oceans, you gain the following features at level 11:
From the Primordial Ooze
- Summon Elemental: Once per long rest you may use an action to spend 3 Ki to summon a Water Elemental to your aid within 30 feet of you. The creature is friendly to you and your allies and takes its turn directly after yours.
- Once per turn when you or an ally within 10 feet of the water elemental takes damage from a melee or ranged attack, the water elemental can use its reaction to interpose itself between the creature that took the damage and the attack, instead taking the damage itself.
- Phase Shift: You have learned to change the phase of the water you control. You may choose to make your Liquid Fists feature deal cold damage instead of bludgeoning.
- Marine Master: Once per long rest you may cast water walk and water breathing.
You mastery of water is now second to none, and the seas themselves come to aid you in pitched battle. You gain the following feature at level 17:
Avatar of Water
- Once per long rest, you may spend 6 FP to gain true mastery of the water element and take on the form of a water spirit. This form lasts for 10 minutes or until you go unconscious. While in this form you gain the following benefits:
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You can fit through a space as narrow as 1 inch without squeezing.
- While in this form, your can apply your Liquid Strikes feature to three attacks per turn instead of two.
- You can choose to make attacks using Liquid Strikes push the target 5 feet away from you each attack, as long as the creature is Huge or smaller. If you push the creature against a wall or other solid surface, they take bludgeoning additional damage equal to one roll of your martial arts die each time they are pushed into the surface. This extra damage is non-magical.
- You may cast tsunami once in this form.
Body of Water
As your body adapts to embracing the water element, you gain a swim speed equal to your walking speed. If you are of a race which already has a swimming speed, that swimming speed is doubled. You also gain the amphibious trait, meaning you can breath both air and water. Lastly, you learn the shape water cantrip and can cast create or destroy water once per short rest.
Liquid Strikes
- Liquid Strikes: You have learned to empower your attacks with the force of water. You gain the following benefits:
- Once per turn, your first attack using an unarmed strike or a melee monk weapon deals damage equal to two rolls of your martial arts die plus your DEX modifier.
- At level 6 the attack deals damage equal to 3 rolls of your martial arts die plus your DEX modifier and at level 11 you may do this damage in place of two attacks of your choice instead of just the first attack.
- Water Spout: Using water you may make a ranged weapon attack with a range of 30(60) in place of an unarmed strike (including those from Flurry of Blows). This attack deals bludgeoning damage equal to one roll of your martial arts die + DEX modifier.
Shifting Currents
Shifting Currents
You learn to use water to aid you in battle in the following ways. Upon completing a long rest, you may choose 2 of these options to have active. The number of active options you can have at once increases to 3 at level 9, 4 at level 13, and all 5 at level 17. Between long rests, you may swap one option for another as a bonus action at the cost of 2 Focus Points.
- Ever Flowing: You are immune to difficult terrain created by liquid surfaces or ice. You also have advantage in STR (athletics) or DEX (acrobatics) checks to escape or avoid the grappled condition.
- Tide Chaser: If you move at least half of your movement speed before attacking, you gain advantage on all attacks that use your martial arts die for damage until the end of your turn.
- Water Shield: As a reaction to a melee or ranged attack, you may spend 2 Focus Points to summon a column of water to surround and protect you. You gain a +3 to AC and temporary HP equal to 3 times your WIS modifier until the start of your next turn. If the attack still hits, the temporary HP takes as much of the damage as possible.
- Retaliating Riptide: When a creature misses you with a melee attack, you can use your reaction to spend 1 FP to make an unarmed strike.
- Wave Whisperer: You may cast tidal wave as a 3rd level spell once per short rest by spending 3 FP, wall of water as a 3rd level spell once per short rest by using 3 FP, watery sphere as a 4th level spell once per short rest by spending 4 FP, and control water as a 4th level spell once per short rest by spending 4 FP.
Ever Flowing
Ever Flowing: You are immune to difficult terrain created by liquid surfaces or ice. You also have advantage in STR (athletics) or DEX (acrobatics) checks to escape or avoid the grappled condition.
Retaliating Riptide
- Retaliating Riptide: When a creature misses you with a melee attack, you can use your reaction to spend 1 FP to make an unarmed strike.
Tide Chaser
- Tide Chaser: If you move at least half of your movement speed before attacking, you gain advantage on all attacks that use your martial arts die for damage until the end of your turn.
Water Shield
- Water Shield: As a reaction to a melee or ranged attack, you may spend 2 Focus Points to summon a column of water to surround and protect you. You gain a +3 to AC and temporary HP equal to 3 times your WIS modifier until the start of your next turn. If the attack still hits, the temporary HP takes as much of the damage as possible.
Wave Whisperer
- Wave Whisperer: You may cast tidal wave as a 3rd level spell once per short rest by spending 3 FP, wall of water as a 3rd level spell once per short rest by using 3 FP, watery sphere as a 4th level spell once per short rest by spending 4 FP, and control water as a 4th level spell once per short rest by spending 4 FP.
From the Primordial Ooze
- Summon Elemental: Once per long rest you may use an action and spend 3 FP to summon a Water Elemental to your aid. The creature is friendly to you and your allies and takes its turn directly after yours.
- Once per turn when you or an ally within 10 feet of the water elemental takes damage from a melee or ranged attack, the water elemental can use its reaction to interpose itself between the creature that took the damage and the attack, instead taking the damage itself.
- Phase Shift: You have learned to change the phase of the water you control. You may choose to make your Liquid Fists feature deal cold damage instead of bludgeoning.
- Marine Master: Once per long rest you may cast Water Walk and Water Breathing.
Avatar of Water
- Once per long rest, you may use a bonus action and spend 6 FP to gain true mastery of the water element and take on the form of a water spirit. This form lasts for 10 minutes or until you go unconscious. While in this form you gain the following benefits:
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You can fit through a space as narrow as 1 inch without squeezing.
- You roll an additional martial arts die for your Liquid Fists feature (for 3 damage dice total melee, 2 damage dice total ranged) (stacks with Tide Chaser)
- You can choose to make attacks using Liquid Fists push the target 5 feet away from you each attack, as long as the creature is Huge or smaller. If you push the creature against a wall or other solid surface, they take bludgeoning additional damage equal to one roll of your martial arts die each time they are pushed into the surface. This extra damage is non-magical.
- You may cast tsunami once in this form.
Active
- Once per long rest, you may use a bonus action and spend 6 FP to gain true mastery of the water element and take on the form of a water spirit. This form lasts for 10 minutes or until you go unconscious. While in this form you gain the following benefits:
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You can fit through a space as narrow as 1 inch without squeezing.
- While in this form, your can apply your Liquid Strikes feature to three attacks per turn instead of two.
- You can choose to make attacks using Liquid Strikes push the target 5 feet away from you each attack, as long as the creature is Huge or smaller. If you push the creature against a wall or other solid surface, they take bludgeoning additional damage equal to one roll of your martial arts die each time they are pushed into the surface. This extra damage is non-magical.
- You may cast tsunami once in this form.
Inactive
Select this option when Avatar of Water is inactive.
Previous Versions
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