Monk
Base Class: Monk

Way of the deluge-

The way of the Deluge emphasizes change, changing from the calmly flowing River that bends around its enemies, to the tempestuous torrent that tears through its enemies like a River through a cliffs. 

Monks of the Way of the Deluge are those with strong connections to nature, or those who’s lives shift in direction constantly. They are taught to try new things and never grow stagnant.

River Styles

River Styles:

Upon gaining this subclass at level three, you gain access to the following features. River Styles are different styles of fighting based on the forces of water and nature which you should switch between often for the best chance at victory. Only one may be active at once.

Swaying Stream: After using Patient Defense or Step of the Wind, you enter the Swaying Stream style. While in the Swaying Stream Style, you add +1 to your Armor Class. These effects last until the end of your next turn, or until end Swaying Stream.

Raging Rapids: After using Flurry of Blows, you enter Raging Rapids. While In this form, you may add half your proficiency bonus to the damage rolls of all unarmed strikes. These effects last until the end of your next turn, or until you end Raging Rapids. 

 

One with the Storm

At 6th level, your connection to the storm and river grants you the following benefits:

You gain a resistance to cold, thunder, and lightning damage.

Additionally, you may spend 2 ki points to give yourself a flying or swimming speed equal to your walking speed for 1 minute

Fluidity

Starting at 11th level, your ever-changing body can increase the potency of your Ki powers:

Strong like the Storm- While within your Raging Rapids, You may replace one of the attacks made in your Flurry of Blows with a special attack which deals 1d6 thunder damage and pushes the opponent 10ft away. You may use this special attack once per turn, up to a total a number of times equal to your proficiency bonus, which is regained after a short or long rest.

Cool like the Creek- While In your Swaying Stream style and under the effects of Patient Defense, when you are hit by a melee attack, you can use your reaction to deal 1d4 Cold Damage to the attacker and then you may move up to 10 feet as part of the same reaction. You may use this reaction a number of times equal to your proficiency bonus, before needing a short or long rest.

Swift like the Stream- While moving in your Swaying Stream style and under the effects of Step of the Wind, you gain a swimming speed equal to half your walking speed, if you do not already have one. Additionally, if you move less than half your movement speed on your turn, your body becomes charged with unused energy, and you regain health equal to your remaining movement speed divided by five. However, you must move at least 10 feet for this feature to be used.

Ever-Flowing Current

At 17th level, your River Styles become more powerful:

Swaying Stream: After being targeted by an attack, you may use your reaction to spend ki points to gain an Armor class bonus equal to the amount of Ki points you spent (to a maximum of 3) for that attack, and you enter Swaying Stream immediately. While in Swaying Stream, you gain the following additional benefits:

  • When you enter this form, you immediately restore 1d8 hit points.
  • Your movement speed cannot be reduced below by any effect or condition, and you cannot be grappled, restrained, or paralyzed.

Raging Rapids: After making an unarmed strike , you may empower one of the attacks, allowing you to transform into your Raging Rapids immediately. When making an unarmed strike, you may spend 2 Ki points to add 1 roll of a martial arts die to the damage roll, and you immediately transform into your Raging Rapids form. You may only use this attack once per turn. Additionally, your Raging Rapids is more powerful now, granting you the following benefits while in the form:

  • When you enter this form, you immediately gain 1d8 hit points.
  • You may replace the damage types for your unarmed strikes with any of the following damage types: Cold, Thunder, Lightning, or Force damage. However, every unarmed strike you make on your turn must be of the same damage type.

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