Monk
Base Class: Monk

In the realm of Nauctus, where the seas churn beneath eldritch storms and serpentine gods, the Current Riders are monks who have learned to move as water does — fluid, unending, and unstoppable. They meditate upon the rhythms of the tide and train upon ocean cliffs, ships, and even waves themselves.
When they strike, it feels like the crash of surf; when they dodge, it’s the pull of undertow. To them, battle is simply the dance of the ocean — and they are the current that decides who sinks and who survives.

Level 3: Flowing Step

  • You gain a swim speed equal to your walking speed.

  • While moving, you can run across liquid surfaces (including water or acid) as long as you end your turn on solid ground.

  • When you use Step of the Wind, you can move along vertical surfaces or across water for the entire turn without falling.

  • Additionally, when you use Flurry of Blows, you can push or pull a target up to 10 feet in any direction as your strikes redirect kinetic flow.

Water Lash

 When you take the Attack action on your turn, you can spend 1 ki point to extend your reach by 10 feet for that turn as tendrils of water lash from your fists.

  • The attacks deal bludgeoning damage as normal.

  • When you hit a creature, you can choose to either knock it prone or move it 10 feet in any direction.
    This feature reflects Thalrion’s mastery over current and motion.

Level 6: Ebb and Flow

 When a creature misses you with a melee attack, you can spend 1 ki point to immediately move up to 15 feet without provoking opportunity attacks, and your next melee attack before the end of your next turn deals an extra 1d8 bludgeoning damage (increasing to 2d8 at 17th level).

You can also hold your breath for 1 hour, and gain resistance to cold damage.

Level 11: Tidal Reflex

 When a creature you can see makes a ranged attack against you, you can use your reaction and spend 2 ki points to deflect it with a wave of ki.

  • Make a Dexterity saving throw (DC = attack roll). On a success, the attack misses, and you can redirect it to another creature within 30 feet.

  • If the attack was a ranged spell attack, the new target must be within range of the spell, and you use the original attack roll.

You also gain a swim speed equal to double your walking speed and can breathe underwater.

Level 17: Avatar of the Deep Current

 As an action, you can spend 4 ki points to enter your Current Avatar Form for 1 minute:

  • You gain a fly (hover) speed equal to your walking speed as water lifts and carries you.

  • You can move through other creatures’ spaces as if they were difficult terrain, dealing 2d8 bludgeoning damage to any creature you pass through.

  • When you take the Attack action, you can make one additional unarmed strike as part of the same action (this is not a bonus action).

  • You can move through solid surfaces thinner than 5 feet as flowing water, reappearing on the other side.

When the form ends, you are surrounded by a protective whirlpool for 1 round, giving you half cover until the start of your next turn.

Previous Versions

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1/3/2026 6:47:55 PM
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