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Way of Waves

Waves Monk Quirks
d6  Quirk
Your skin is always somewhat damp
You leave a puddle wherever you sleep
You smell strongly of sea salt
You always seem to be swaying
Creatures near you faintly hear the ocean
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.

Tsunami

At 11th level, you learn to surge forward with all the force of the sea. As an action you can spend 2 ki points to move up to your speed. Any hostile creatures within 5 feet of you during this movement must succeed on a Strength saving throw or be knocked prone. Until the end of your turn, creatures that fail this saving throw are considered grappled for the purpose of your Ebb and Flow feature.

Maelstrom

At 17th level, you gain increased mastery over the raging waters. As an action, while your Vortex feature is active, you can expand its size and force by spending ki points. Creatures hostile to you that start their turn in this area or enter it for the first time on a turn must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pulled up to 20 feet toward an unoccupied space of your choice within the area.   Each point you spend, to a maximum of 8, increases the radius of the area by 10 feet and the damage by 1d6.

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