Monks that devote themselves to the Way of the Flowing
River have a strong love for water. They know it as the fluid of
life, the sole reason civilisation has reached the heights it
has. Water exhibits many unique properties and it is through
these that the world is the way it is now. The Way of the
Flowing River teaches their followers how to manipulate the
liquid and embody its effects in their own life.
Monasteries that follow this tradition are usually found along the
Western Sea, where any individual is welcome to learn their arts.
Deep Sea Channeling
When you choose this tradition at 3rd level, you can use your
ki to duplicate the effects of certain spells. As an action, you
can spend 1 ki point to cast create and destroy water, fog
cloud, or ice knife, without providing material components.
In addition, you learn the shape water cantrip if you don't
already know it. For you, the spell can be cast using your
choice of an action or a bonus action, and you can have a
number of non-instantaneous effects active at a time equal to
your Wisdom modifier (minimum of 2 effects).
When you reach 5th level in this class, you can instead
spend 3 ki points to cast tidal wave or wall of water. At 9th
level, you can spend 5 ki points to cast conjure elemental,
targeting only an area of water.
Torrential Wave
Also at 3rd level, you gain a new attack option that you can
use with the Attack action. This special attack causes you to
lash out with temporary conjured water to try to knock a target prone. The target must make a Dexterity saving throw
against your Ki save DC, falling prone and taking 1d4
bludgeoning damage on a failure. This die changes as you
gain monk levels, as shown in the Martial Arts column of the
Monk table.
When you gain the Extra Attack feature, this special attack
can be used for any of the attacks you make as part of the
Attack action.
At 6th level, this attack is considered magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Aquatic Disposition
Beginning at 6th level, you gain a swimming speed equal to
your walking speed, and you can breathe air and water.
As an action, you can magically share the waterbreathing
of this feature with willing creatures you can see within 10
feet of you, up to a number of creatures equal to your
Wisdom modifier (minimum of one creature). The shared
waterbreathing lasts for 1 hour. Once you share it, you can't
do so again until you finish a long rest, unless you expend 1
ki point share it again.
Puddle Step
When you reach 11th level, you gain the ability to step
between water sources. As a bonus action, you can teleport
up to 60 feet to an unoccupied space you can see that has at
least one gallon of water in it. Upon doing so, you can
immediately make one weapon attack or unarmed strike.
Cleansing Tide
Finally at 17th, as an action you can spend 1 ki point and
touch a willing creature, ending either one disease, one effect
reducing the target's hit point maximum, or one condition
afflicting it. This condition can include: blinded, deafened,
paralyzed, petrified, poisoned, or stunned.
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