Monk
Base Class: Monk

A monk specializing in the manipulation of the ethereal waters which surrounds them. Utilizing different stances, they can utilize defensive, offensive, or balanced approaches to different situations. These monks fight with a flowing style which while appearing serene, can have the impact of a raging monsoon. 

Level 3: The Flowing Arts

You gain access to different techniques utilizing your awareness of the ethereal waters. Only one of these techniques may be used at a time, and you can swap which technique you are currently using with a bonus action by expending a focus point. 

The Flowing Fist. You utilize the ethereal waters as a weapon, surrounding your hands, and strengthening your blows. Your unarmed strikes deal an additional 1d4 cold damage, and you gain the ability to forcefully shoot bubbles of the ethereal water at enemies. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is cold, and it uses your martial arts die. 

The Shell of Defense. A thick shell manifests around you from the ethereal water. Your armor class increases by half of your proficiency bonus, and you gain resistance to the last damage type to hit you. While the shell is active, your movement speed is reduced by half, your bonus to dexterity checks and dexterity saving throws, and your bonus to attack rolls is reduced by half.  

The Flowing Form. You utilize the waters to extend your reach. Your unarmed strikes gain the reach property, and you can grapple creatures from that increased range. Your body flows like water, granting you the ability to invoke disadvantage on enemy attack rolls a number of times equal to your proficiency modifier. Once all of its uses are expended, you cannot use the ability again until the next dawn. 

Level 6: Body of the Ethereal Waters

Your body has begun to be influenced by the ethereal waters, granting you the following bonuses 

  • You gain swimming speed equal to your walking speed, as well as the ability to breathe underwater. 
  • You gain blindsight within 15 feet thanks to you being able to feel the ripples within the ethereal waters
  • You gain darkvision up to 60 feet, as your eyes are adjusted to be able to see in the depths of the abyss.
  • Your body can be somewhat healed with water. As a bonus action, you can pour any form of clean water on yourself with restore 1d4 plus your wisdom modifier hit points. You can do this a number of times per day equal to your proficiency modifier, and if you expend all of your uses, you cannot use this feature again until the next dawn. 

Level 11: Expertise in the Ethereal

Your grasp over the Flowing Arts has deepened 

The Flowing Fist. Your additional damage increases to 1d8, and you can now spend 1 focus point to create a cavitation bubble, which explodes on impact. These bubbles deal an additional 1d6 force and 1d6 fire damage. 

The Shell of Defense. You gain resistance to slashing, piercing, and bludgeoning damage while the Shell of Defense is active, and you sprout spikes of ice from the shell, causing melee attackers to take 1d8 cold damage and 1d8 piercing damage if they hit you. You may also expend 3 focus points to intercept an enemies attack aimed at an ally within 10 feet of you. You will take half of this damage, while the enemy will need to roll a dexterity saving throw (DC 10 plus your wisdom modifier plus your Proficiency Bonus) to avoid taking the other half. 

The Flowing Form. Your reach increases to 15 feet, and you can now expend 3 focus points to cause ice spikes to erupt from the ethereal water grappling an enemy. The enemy must pass a constitution saving throw (DC 10 plus your wisdom modifier plus your Proficiency Bonus) or take 2d6 piercing and 2d6 cold damage, and gain disadvantage on their next 3 checks to escape the grapple. Additionally, you can reduce attack rolls against you by half of your wisdom modifier as it seems as though they are swinging through water. 

 

 

 

Level 17: Mastery of the Ethereal Sea

You have mastered the endless ethereal sea, and can now summon them to overwhelm your foes. By expending 5 focus points, you may create a body of ethereal water that only affects you and creatures you target. This area is 30x30x30 feet, and will act like regular water, aside from not granting those submerged resistance to fire damage. 

Additionally, your abilities have matured to their fullest extent.

The Flowing Fist. You may now expend as many focus points as you wish to increase the size of your cavitation bubble, increasing its damage by 1d6 force and 1d6 fire for each focus point expended. Additionally, you may now create regular cavitation bubbles with no focus cost. 

The Shell of Defense. You may now convert your defense into offence. When you have the The Shell of Defense active, you can use your armor class as your attack roll, and you additionally gain the ability to convert your armor class into bonus damage. Once per turn, you may remove up to half of your armor class in order to deal that much cold damage to a creature that you strike. This reduction to your armor class lasts until the start of your next turn. 

The Flowing Form. Your reach has increased to 30 feet, and you now utilize a sweeping attack with your reach. Make a melee attack roll against all creatures of your choice within a 30 foot cone. Those hit will take 2 of your martial arts die plus your dexterity modifier and be pushed back 10 feet. Additionally, creatures hit need to pass a dexterity saving throw or be knocked prone (DC 10 plus your dexterity modifier plus your Proficiency Bonus). Damage to you is now reduced by your wisdom modifier, as their attacks flow through your semi-liquid form. 

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