Base Class: Monk
Monks of the Way of the Flow are masters of the flow of vital energy, controlling the Ki flow of themselves and others. They use this flow of Ki to alter their own or other creatures' vital energy, and use it to their advantage.
Dedication to Vitality
With this feature, you gain proficiency in the Medicine skill. At 11th level, your proficiency in the Medicine skill is doubled.
Additionally, once per short rest, you can cast Cure Wounds at 1st level. Your Spellcasting Ability modifier for this spell is Wisdom. This spell's level increases by 1 when you reach 6th, 11th and 17th levels.
Enervating Strike
Upon reaching this level, once per turn, as part of a successful attack, you can expend 1 Ki point and the creature has to make a Wisdom saving throw (DC equals your Ki Save DC). Upon failure, you can select 1 of these effects;
- Vital Spot: Muscle. The target cannot take reactions, and has disadvantage on Dexterity checks and Dexterity saving throws until the end of your next turn.
- Vital Spot: Spirit. The target suffers a -5 penalty to their attack and damage rolls until the end of your next turn.
- Vital Spot: Mana. The target cannot use any spells until the end of your next turn. This effect includes innate spellcasting.
When you reach 11th level, you can select these additional effects;
- Vital Spot: Brain. The target has disadvantage on Intelligence checks and Intelligence saving throws until the end of your next turn.
- Vital Spot: Heart. The target is considered paralyzed until the end of your next turn.
- Vital Spot: Soul. The target gains vulnerability to 1 type of damage of your choice until the end of your next turn.
When you reach 17th level, you can instead choose to expend Ki points equal to your (Wisdom modifier + your Proficiency bonus) as part of this feature, to select this additional effect;
- Vital Spot: Zero. The target suffers an additional 10d10 necrotic damage. If the target's Hit Points are reduced to 0 by this effect, the target dies.
Vital Disruption
Upon reaching this level, you can choose to expend 2 Ki points as part of a successful attack, to deal additional necrotic damage equal to 1 Martial Arts die.
If you successfully apply this effect at least 2 times in one turn, you can expend an additional 2 Ki points as a free action to deal extra necrotic damage equal to 3 Martial Arts dice.
Purifying Flow
Upon reaching this level, once per long rest, you can cast Greater Restoration at 5th level, without needing the material components to cast the spell.
Additionally, on a short rest, you can tend to the wounds of 3 willing creatures. Make a Wisdom (Medicine) check for each creature (DC equals 10 + your Wisdom modifier). On a success, if the creature spends a number of Hit Dice up to a number equal to your Wisdom modifier during this rest, they can forgo rolling and instead regain the maximum number of Hit Points the die can restore.
Dedication to Vitality
Your proficiency in Medicine is doubled.
Rebirth Art
Upon reaching this level, once per long rest, you can expend 5 Ki points to cast Raise Dead at 5th level, without needing its material components. You can expend another 5 Ki points after you cast this spell to make the revived creature regain Hit Points equal to 5d10.
If you heal a revived creature as part of this feature, you cannot use this feature again for 1d6 days.







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