Base Class: Monk
You follow a monastic tradition, one that teaches its practitioners to harness the power of water. When you focus your ki, water becomes an extension of your own form. While more magical arts send the elements out in furious blasts, members of the Way of Tides move in unison with the power they command, weaving body and element together to harness their destructive potential.
Water, like ki, is the life force of all living creatures. To harness both of these energies in unison , allows for you to unleash the furious nature of water at its deadliest.
Mastering the Deluge
Starting when you chose this tradition at 3rd level, you learn to use your ki to manipulate bodies of water. Flurry of Blows is replaced by Water Whip.
Water Whip
As a bonus action you may spend 1 ki to send a torrent of water at one enemy, the torrent may be cast up to a distance of 30 feet. If the torrent is cast within 5 feet, it does the damage of two unarmed strikes. If the torrent is cast further than 5 feet it does the damage of one unarmed strike.
- If cast within 5 feet the target must succeed on a Dexterity saving throw or be knocked prone.
- If cast beyond 5 feet the target must succeed a Strength saving throw or you can push it up to 10 feet away from you.
Additionally, you learn the spells shape water and create or destroy water. You can use 2 ki to cast the spell ice knife orcure wounds.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Undulating Spirit
At 6th level, you have furthered your mastery over self and sea. Whenever you cast a spell learned from the Way of the Tides, you may Attack as a bonus action.
One With The Waves
At the 11th level, you gain much further mastery over the waves. At the cost of one ki you may breath normally underwater and your swimming speed is equal to your walking speed for 2 hours. During this effect, you gain resistance to cold and fire damage.
Additionally, you cast the spells sleet storm, wall of water, tidal wave, and control water at the cost of 3 ki.
Destructive Overflow
At the 17th level, you gain the ability to conjure whip-like tentacles of water. At the cost of 3 ki, you surround yourself with 8 watety tentacles, even without direct access to any major source to draw from. Each tentacle may be used as many times as needed in a round , moves with your character, and can be used one of four different ways before being destroyed:
- Smash down a tentacle in a line stretching 15 feet, enemies must make a dexterity saving throw. If they fail, deal 1d8 bludgeoning damage to all enemies struck.
- Turn a tentacle into a spear of ice and launch it at one enemy up to 30 feet away. The enemy must make a dexterity saving throw, if it fails, deal 2d6 cold damage.
- Use a tentacle to grab any companion within 15 feet and move them up to 15 more feet in any direction.
- Tentacles attempt to block any attacks made against you, if an enemy rolls to hit you they have disadvantage, but when rolling, destroy a tentacle.
Tentacles dissipate after two rounds of combat and only their initially summoning counts as a spell.
Additionally, you can cast the spells watery sphere, wall of ice, and ice storm at the cost of 5 ki.
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