Base Class: Monk
The sea roars with endless tide, a spear stirs heaven and earth alike. Their valor shakes the barren lands. They answer to no emperor, no court—only conviction. Formed by soldiers cast aside, Raging Tides fight for a future they believe in, not one handed down.
Bound by military discipline and forged in war, they are the shield at the edge of an empire. The Raging Tides Sect was formed by criminal prisoners of a provice in the far west of a far away empire. When the empire who arrested them was invaded, these men, now free, ran east to the capital to inform them of the invaders, as thou they were criminals, it was still their people suffering. Unfortunately the empire deemed the province and its people a loss and would not send aid. Seeing this neglect, these prisoners gathered arms and went back to hold the line against the enemy to protect the people, swearing off ever serving a government ever again.
They now value freedom and loyalty to comrads above all else, with a shared goal of helping the common man. They drink often to show they have no fear of death and mastery over their skills, for only those who don't fear death and know they can win would drink heavy before a battle.
Level 3: Raging Tides Training
You learn the way of Raging Tides
Iron Liver: Learning to drink like a Raging Tides member has made your body used to being poisoned daily. You are immune to the Poisoned condition.
Gourd of Endless Joy: You have a gourd that refills itself every day with Fire Blossom wine as a Raging Tide member is never without drink nearby.
Never Abandon a Comrade: While having a Spear equipped, you can use a focus point to use the Deflect Attacks Monk skill for allies being attacked. Using your reaction, if an ally within the 10ft range of your spear is hit with an attack roll, and its damage includes Bludgeoning, Piercing, or Slashing damage, you can reduce the attack’s total damage against them. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
Level 3: Sober Sorrow Skill
Spin the long spear with speed and skill, performing six consecutive sweeping attacks against nearby enemies and dealing massive damage. Using an Action and consuming a Focus Point all creatures within 5ft of you make a Dexterity save. Those who fail take 2d6 Slashing damage, or half as much on a successful save. Does not count as the regular Attack action so Extra Attack cannot be used after it.
Level 6: Fire Blossom Brew
You down fire blossom wine from your gourd and belch this fiery concoction in a 15- foot cone. Each creature within the cone must make a Dexterity saving throw (DC = 8 + proficiency + Wisdom).
On a failed save, they take 2d8 fire damage, or half as much on success.
Damage increases to 3d8 at 11th level and 4d8 at 17th level.
Disorienting Parry
Whenever you deflect an attack with any Deflect Attack skill, the attacker has disadvantage on the next attack roll it makes against the same target until the end of its next turn.
Level 17: Tidal Mastery Surge
You focus all of your inner ki into an explosive tidal burst of energy pushing yourself farther than normal in combat.
Spend 8 focus points to gain the following for 6 turns
Temporary HP equal to your monk level plus your proficiency
All Melee attacks count as magical if they do not naturally, and also deal an extra 3d6 radient damage
Gain immunity to the Frightened, Charmed, and Paralyzed effects
These effects end upon 6 turns or at the end of combat.