Monk
Base Class: Monk

Some people are born with the power to bend water. This means that they can influence and move water as they please. By focussing themselves on this art they become waterbenders.

Waterbending Push

Starting at 3rd level, you may incorpurate a waterbending push in your melee attacks by using the water in your suroundings. Whenever you are within 10 feet of any visible water the range of all your melee attacks increases by 10 feet. Any large or smaller creature hit by an attack you make by using this feature is also pushed 5ft in a horizontal direction of your choice. Additionally by pushing water behind you, you gain a swimming speed of 60 feet.

Phase Water

At 6th level, you can change the phase of water within 30 feet of you. By spending 1 ki point as an action you may change the phase of water. You may turn a body of Ice to its liquid form, Liquid water to Ice or liquid water to mist. Whenever a creature is trapped into ice or partly frozen in this way it must succeed a strength saving throw or it is restrained until the end of your next turn. Whenever you use this ability to create mist you can heavily obscure an area 10 times the size of the turned water as long as it is an area within 30 feet of you.

Waterbending Mastery

Beginning at 11th level, you have mastered the teachings of waterbending. As an action you may spend 3 ki points to cast control water without the need for any of the components.

Water from the Air

At 17th level, you gain the ability to take the moisture out of the air and its surroundings. As a bonus action you may cast create or destroy water as if it was cast using a 9th level spell slot without the need for any of the components.

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