Monk
Base Class: Monk

Monks often practice stopping their foes in their paths by stopping them before they could even raise a weapon. The Way of Flowing Water is exactly the opposite, using the momentum of one's foe against them whilst maintaining calm and control in the fray. 

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics and Stealth skill if you don’t already have them. Your martial arts technique is centered around using your enemy's strengths against them with a mixture of elusive antics and quick movement.

Direct the Flow

At 3rd level, you start the path toward the mastery of maintaining calm in combat. Whenever you roll initiative, you may add your Wisdom modifier to the roll. Whenever you or an ally within 5 ft. of you is attacked by a creature within 5 ft., you may spend 1 Ki point to immediately make a monk weapon or unarmed attack as a reaction and impose disadvantage on their attack. When making this attack, you may replace the damage modifier with the attacker's Strength modifier or you may swap positions with the attacking creature.

River's Rebuke

Starting at 6th level, you learn how to disarm and deal with multiple foes at once. You gain the following benefits.

Disarm. Whenever you successfully strike a creature for the first time on your turn, you make force them to make a Dexterity saving throw equal to your Ki save DC. On a success, nothing happens. On a failure, you take their weapon from them granted you have a free hand to wield it. If you have no free hands, the weapon drops to a square of your choice within 5 ft. of the creature disarmed.

Hold Your Own. Whenever you hit a creature with a monk weapon or an unarmed attack, you may spend 2 Ki points to have any number of creatures within 5 ft. of you take damage equal to the attack.

Throw

Starting at 6th level you learn to throw your foes into one another. You may spend 1 Ki point to make an Acrobatics check instead of an Athletics check when taking the shove action. Before taking the shove action against a creature on your turn, you may swap positions with them. Then, if they are successfully shoved, you may move them up to 10 ft. in any direction. Whenever you force an enemy to move into another creature's space or a wall, both creatures suffer damage equal to your martial arts die and they must succeed on a Dexterity saving throw equal to your Ki saving throw or be knocked prone.

In addition, you may spend 2 Ki points to use the shove action as a reaction in response to a creature making an attack against you or an ally within 5 ft. of you, potentially moving a target out of range.

Extinguish

Starting at 11th level, you learn how flimsy magic can be whilst wielded by those without control. Whenever a creature attempts to cast a spell within 30 ft. of you, you may spend 3 Ki points to make a melee or thrown weapon attack as a reaction. On a hit, the creature must make a Dexterity saving throw equal to your Ki save DC or the creature's spell fails and has no effect.

Unending Deluge

At 17th level, you find true peace both in the fevered torrent of battle and within the calm tide of your mind.

Stream of Thought. If you spend at least 10 minutes meditating uninterrupted, a number of attacks equal to your Wisdom modifier made against you are done so with disadvantage. You may only use this ability once per short rest.

Monsoon of Battle. You may use your reaction an additional number of times equal to your Dexterity modifier even if you have already taken a reaction on a turn. You regain all expended uses of this ability after finishing a long rest.

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