Monk
Base Class: Monk

Scattered throughout the world are the seven monasteries of the Way of the Flow tradition. All monks are familiar with the flow of ki, a magical energy coursing through living bodies. The monks of the Way of the Flow tradition also hold that while ki permeates the nature of magic and creatures, it is also generated, surging and receding through cosmic cycles. Such is what those outside of the tradition know of it, in any case. But in the ancient lore of their temples, Way of the Flow monks tell of the Flow having a specific source- seven, to be precise.

Those seven sources were seven ancient gods of magic: Aaxha, Qyrlle, Uuna, Vhaiian, Nihir, Gyrdda, and Jerrah, a council concerned with the shifting and intangible aspects of magic and divinity out of the reach of most mortals. They themselves were elusive, but still had followers. Then when the Spellplague and Wailing Years came, the seven were part of the great coalition that helped to strengthen and reform the Weave. Their work was to tie their essence and divinity to the Weave, bolstering it while they remained hidden in stasis. Magic- ki- began to stream from them, ensuring that the Weave could not so easily be frayed again. These currents, which run throughout the cosmos, are the Flow.

The Way of the Flow instructs its adherents in unlocking their own Flow, tapping into their magical potential, and to sense currents generated not only by the seven- referred to as Fountainheads by those of the tradition- but by other beings. These monks have an otherworldly grace to them, and are capable of incredible feats of agility and speed. They use their heightened senses to slip in and out of battle with unmatched poise. While they are not averse to battle, they focus on tranquility to stay in touch- and go with- the Flow, whose course changes as it wanders through the cosmos. It may be that you have stayed connected to your Way of the Flow monastery, or that their secrets were awakened after coming into close proximity of one of the Fountainheads after a long absence. Whatever your case is, the secrets of your tradition now spring out of you and guide your adventure forwards.


Monasteries of the Way of the Flow were originally founded near the Fountainheads. This connection strengthened their meditation and training. But, as it has been discovered, over the ages the Fountainheads have their own sort of migration, fading away from one point and emerging at another. There are many charts mapping out past movements, hoping to analyze them and discover a pattern to the wandering, which are sought after by some arcane scholars and sects and fiercely protected by the monks. In fact, tracking the migrations is a reason that several Way of the Flow monks have left their monasteries.

The schools of the tradition will typically pop up in urban environments, for the Fountainheads have an invigorating effect on local life. They have been tucked away in temples to other gods, outskirts of palaces, at the fringes of busy markets, or in the basements of merchant buildings; they are easily accessible, but curiously unnoticed. There are of course some monasteries of the Way of the Flow deep in the wilds, where the hustle and rumble of urban life can't disturb the focus of the practitioners.

Monks of the Way of the Flow tradition work on maintaining a sense of awareness and intuition, and tend to become more contemplative or easy-going than most as they progress in their training- but there still some sharp divisions within the tradition. Some monks hold that bringing the Fountainheads out of their dormant state is necessary for the renewal of magic and the cosmos, while others maintain that doing so would risk another Spellplague; there is little common ground between these two camps, and they have clashed countless times over the ages. Whether you are stuck between them or on one side or the other, your growing talent in the Way of the Flow will attract attention and offers of power from both.

Slipstream Step

Starting when you choose this tradition at 3rd level, you can manipulate disturbances in the Flow caused by enemy attacks to store up your own current in it, and bolster your movements and prowess.

When you negate damage from a ranged weapon attack with your Deflect Missiles feature or succeed on a Dexterity saving throw, you gain one Flow Point. You have a +1 bonus to your Armor Class for each Flow point, up to half your proficiency rounded down, and can have up to proficiency total Flow Points at once. Your Flow Points remain until you take a long rest, which will reset them to zero. You can spend Flow Points once during your turn to:

  • Spend one Flow Point to be able to move through(but not end your turn in) the spaces of other creatures and become partially obscured until the end of your next turn.
  • Spend half proficiency Flow Points to regain one Ki Point.
  • Move up in the initiative order a number of spots equal to the number of Flow Points expended until the end of your next turn(must take a short rest before using again).
  • Reroll an Athletics, Acrobatics, Perception, Insight, or Stealth skill check and take either result(must take a short rest before using again).

Ripples

At 6th level, after much training, you gain the ability to sense finer disturbances in the Flow nearby and read its movements like a map, adjusting your path. You have advantage on Dexterity saving throws against effects that you can see, and on initiative. To gain this benefit, you can't be incapacitated.

Sense Currents

Beginning at 11th level, you have integrated your ki with your sense of the Flow, which heightens your senses and awareness. You are now able to recognize currents at a macro level, such that little escapes your notice. While you have ki points and aren't Incapacitated, you gain Blindsight out to 60 ft. and can't be Surprised.

Flow Walk

At 17th level, you can use your knowledge of currents and step in harmony with the Flow, vanishing entirely for a moment and reappearing downstream in the Flow. With some focus this ability can be amplified and carry you much farther. You can spend 6 ki points to cast Etherealness on yourself, and 2 to cast Blink on yourself; when you roll for the Blink spell, reduce the difficulty of the roll by your total current Flow Points for that roll.

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