Base Class: Monk
Monks of the Way of Crashing Water are taught the techniques of roaring rivers and mighty waterfalls, harnessing the might of water in its various forms. Monks of this tradition often train by rough coastal cliffs and beneath the full weight of a waterfall to unleash the true might of their bodies and spirits to better prepare themselves for any threat or challenge. As a follower of the Way of Crashing Water, you seek to move gracefully as a stream, constant as a river, mighty as a waterfall, and as spiritually deep as the ocean. Monks of Crashing Water either fight with many weak strikes like a constant river or few powerful strikes like a crashing wave utilizing either their physical might or blinding speed.
Crashing Water Path
When you choose this monastic tradition at 3rd level, choose either Strength or Dexterity.
If you choose Dexterity, you may only choose the Dexterity-based features of this subclass.
If you choose Strength, you may only choose the Strength-based features of this subclass, and your unarmored defense AC changes to 10+ your Strength modifier + your Wisdom modifier.
Crashing Water Techniques.
When you choose this tradition at 3rd level when you choose to utilize your Flurry of Blows, you may select one of the two options below:
Crashing Wave Strike:
By spending an additional Ki point, you combine both of your Flurry of Blows strikes into one devastating blow. You may make one strike utilizing your Strength modifier, and if the attack hits, you deal 2 additional dies of damage on top of what both of your unarmed strikes would equate to. In addition, this strike collides with your foe with the force of a crashing wave, and the target must succeed on a Strength saving throw versus your Ki save DC or be knocked prone. For example, when you use this feature at 3rd level, you would deal 4d4 plus your Strength modifier bludgeoning damage.
River Flurry Rush: By spending an additional Ki point, you channel the coursing river's power and may make two additional unarmed strikes. You make these attacks utilizing your Dexterity modifier, and these strikes use one lesser die size, to a minimum of 1d4. For example, when you use this feature at 6th level, you would make a total of 6 attacks on your turn, two basic attacks, and four unarmed strikes dealing 1d4 plus your Dexterity modifier bludgeoning damage.
Waterborne Training
Also, at 3rd level, you gain a swim speed equal to your walk speed due to your intense water-bound training. At 6th level, you gain the ability to channel the power of the water itself and gain the ability to breathe underwater.
Flow Like Water
At 6th level, you may spend 1 ki point and transform into water, only to then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 15 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack as part of your action. Moving in this way does not provoke opportunity attacks. At 11th level, the distance you may travel using his feature increases to 30 feet.
Overwhelming Undertow
Beginning at 11th level, your Stunning Strike has become much more vicious as your Ki has become palpable. When you use your Stunning Strike feature, if the target fails the saving throw, they are continued to be stunned for a number of rounds equal to your proficiency bonus until they succeed in their saving throw, which they make at the end of their turn and each time they take damage. While stunned in this way, they are also considered suffocating as your Ki overwhelms their body as though they were caught in a raging undertow.
Crashing Descent
At 17th level, you have learned to utilize the full, devastating power of crashing water in various forms. As an action, you may spend ki points to utilize your Crashing Water Techniques and your Flow Like Water technique to descend from above your foe like a crashing waterfall. When you do this, you teleport above your foe and then choose one of the following options:
Waterfall Strike. By spending 4 ki points, you make one devastating strike against your foe, utilizing your Strength modifier. If the attack hits, it deals 7d10 bludgeoning damage, and the target must succeed on a Constitution saving throw or be knocked prone and stunned for a number of rounds equal to your Strength modifier. During this time, the target is considered drowning due to your ki overwhelming their body.
Niagara Pummel. Immiediately when you teleport above your foe, choose how many ki points you want to spend. For each ki point you choose to spend, you make one unarmed strike against your foe utilizing your Dexterity modifier. During this strike, you may immediately follow up with a Flurry of Blows.
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