Monk
Base Class: Monk

One of the secret combat arts passed down from the age of awakening. Utilising the sacred art of Water Breathing, users of the Way of the Cascading Fists wield the flexibility of water to adapt to any situation they find themselves in. They are difficult to hit but hit big themselves. Monks of this tradition truly embody the twisting and curving nature of rivers, as well as, the robust and pummelling strength of waterfalls. Water-breathing is a difficult art to master but those who learn to harness its true strength become nearly unstoppable; like a cascading waterfall, ferocious and unrelenting.

Water Breathing Technique

Starting when you choose this tradition at 3rd level, you learn how to harness the power and flexibility of water through the art of breathing meditation. You may spend your turn meditating and expend two ki points to awaken your mind and muscles and gain the following benefits for up-to one minute:

  • When you are targeted for an attack you may use your reaction to apply disadvantage to the attack roll.
  • At the end of each of your turns, each creature you successfully hit with either an unarmed or monk weapon attack that turn suffers disadvantage on their next saving throw or attack roll this encounter.
  • After you miss an attack roll, the next attack roll you make this encounter is made with advantage.
  • To sustain these effects you must maintain concentration as if it were a spell. You can, also, voluntarily end these effects without spending an action at the any time. These effects don't end while you rest.

You cannot use this ability again until you've finished a short rest. The duration of water breathing increases to an hour at lvl 11 and the effects become permanent at lvl 17. Furthermore, at lvl 17, water breathing no longer requires concentration to maintain.

One with the Waves

Starting at 6th level, you learn to flow like water. Increase your movement speed by 5 ft and suffer no movement penalties when moving through water and can hold your breath for up to one hour. Gain bonus AC of 1 while you are submerged in water.

Ancient Technique

At the 11th level, you gain one of the special combat technique developed by the ancient masters of the breathing techniques. Pick one from the options below.

Explosion of Fists (Fire)

Sacrificing all defence in favour of a stronger offence is part of the essence of fire. At 11th level you learn to expend all your energy in your powerful raging strikes at the cost of a weakened defence. When performing flurry of blows bonus action you may perform one extra unarmed attack as part of that bonus action. Although, If you do perform this extra unarmed attack, the next attack targeting you this encounter or the next saving saving throw you are forced to make this encounter will be made with advantage or disadvantage respectively.

Torrent of Fists (Water)

At the 11th level, you learn to use powerful arcing strikes to manipulate position and space. On your turn, while water breathing, you may set the remainder of your movement speed to 0 ft and spend 2 ki points to activate Torrent of Fists: During this turn, after performing a successful unarmed attack against a creature up to one size larger than yourself it must make a strength saving throw with a DC equal to 8 + your proficiency modifier + your WIS modifier. If it fails the saving throw you may move both the target creature and yourself each up to 15 ft in any direction of your choice (you and the target do not fall until the end of your turn) (each moved separately) without provoking attacks of opportunity. 

Flowing Steps

Upon reaching the 17th level, you learn to read the flow of movement and chain from defence to attack to defence. Whenever a creature within 5 feet of you misses an attack you can use your reaction to make two unarmed attacks against that creature. After performing these attacks all further attacks made against you have disadvantage until the start of your next turn. This ability can be used up to twice between short rests. You also may perform the disengage action as a free action once during your turn.

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