Way of Waves
Waves Monk Quirks | |
---|---|
d6 | Quirk |
1 | Your skin is always somewhat damp |
2 | You leave a puddle wherever you sleep |
3 | You smell strongly of sea salt |
4 | You always seem to be swaying |
5 | Creatures near you faintly hear the ocean |
6 | You leave foam footprints in your path |
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in navigator's tools and vehicles (water) if you don't already have them.Ebb and Flow
Starting at 3rd level, you become as inexorable as the tides. On your turn you can spend 1 ki point to release the power of the ocean within you, lasting until the end of your turn. During this time, any grapple attempt you make uses your ki save DC in place of a Strength (Athletics) check, as well as to maintain on subsequent turns. Additionally, once before the end of your turn (requiring no action), you can choose to immediately move up to half your speed without provoking opportunity attacks. You can bring with you any creatures within 5 feet of you during the movement that are either willing or grappled by you.Vortex
At 6th level, your affinity with water has bestowed you with new abilities. You can breathe in air and water, and you gain a swimming speed equal to your walking speed. If you already have a swimming speed from your race, it increases by 10 feet. Additionally, when you use your Ebb and Flow feature, you can create a 5 foot deep swirling area of water in a 5 foot radius of you until the start of your next turn. While this water remains you gain the following benefits:Low Tide. When a creature hits you with a melee attack with a melee weapon, you can use your reaction to force that creature to make a Strength saving throw. On a failure their weapon is torn from their grasp and thrown to a random space within 10 feet of you. High Tide. When a ranged weapon attack against you misses, you can use your Deflect Missiles feature as if you had caught the missile, without requiring a free hand.
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