Base Class: Monk
Monks of the Way of the Flowing River learn through meditative practices how to fend off attacks both physical and magical in nature. They demonstrate through their teachings the importance of developing both body and mind.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Arcana skill if you don't already have it. Your martial arts techniques combines your martial and arcane studies with your meditative practices. You also gain proficiency with calligrapher's supplies if you don't already have it.
Ebb and Flow
At 3rd level, you have learned how to fend yourself against both physical and magical assailants. You gain the following benefits:
Catch Blades. You can use your reaction to block or catch a weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your monk level. If you reduce the damage to 0, you can catch the weapon in your hands, but it does not prevent the wielder from attacking again with it. You must have both hands free in order to use this feature.
Redirect Magic. When a creature misses you with a ranged spell attack roll, you can spend 1 ki point as a reaction to cause that attack to target one creature of your choice as long as the range of the spell is greater than or equal to the distance from the caster to you to the target. You roll a ranged attack against the target adding your Wisdom modifier + your proficiency bonus.
Turn the Tide
Starting at 6th level, your grasp of martial practices has furthered the development of your combat prowess. You gain proficiency with martial weapons and when you use your Catch Blades feature and reduce the damage to 0, you can spend 2 ki points to force the creature attacking you to make a Strength saving throw. On a failed save, you disarm the creature of the weapon it used to attack you and make an attack roll with the weapon as part of the same reaction. You can spend 1 additional ki point to give the creature disadvantage on its saving throw.
Control Current
Beginning at 11th level, your knowledge of the arcane grants you the ability to bend magic to your desire. You can spend 1 additional ki point to use your Redirect Magic feature when you take no damage from a magical effect requiring you to make a Dexterity saving throw as long as the target is not already making a saving throw against the effect. The target must make a Dexterity saving throw. You can spend 1 additional ki point to give the creature disadvantage on its saving throw.
Channel the Pulse
At 17th level, you begin to hear the pulse of life within all things. When a creature within 15 feet of you would regain hit points, you can spend 4 ki points as a reaction to cause yourself to regain the same number of hit points instead of the target.







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