RustyDemiGod
2023-08-10, 03:10 PM
Way of Water
Followers of the way of water are both calm and serene as well as quick and deadly. Monks of this order understand that water can be found and exploited in many surprising ways.
-Disciple of Water: At 3rd level, your connection to the life giving waters of the world grant you amazing powers. You gain the following benefits:
-Amphibious: You gain a swim speed equal to your base speed. If you already have a swim speed, your swim speed increases by 10ft. Alternatively, you can spend 1 Ki point to walk on the water’s surface for 10 minutes.
-Frigid Strikes: By focusing your Ki you can choose for your unarmed attacks to deal cold damage instead of bludgeoning.
-Ice Veins: At 6th level, your increasing Ki control allows you to drop the temperature of water. You gain the following benefits:
-Razor Ice: You can spend 1 Ki point to cause ice to sheathe your limbs or weapons. This causes your weapon or unarmed attack to deal additional cold damage equal to your martial arts die. This effect lasts until the beginning of your next turn.
-Icicle: when you take the attack action you can replace any of your unarmed or weapon attacks with a dart of ice. This projectile deals cold damage equal to your martial arts die with a range of 60 feet.
-Scalding Breath: At 11th level, you gain the ability to superheat water and unleash it as a scalding breath weapon. As an action, you exhale searing hot steam in a 30ft cone. Each creature in that area must make a Dexterity saving throw against your Ki save DC, taking 3d4 fire damage on a failed save, or half as much damage on a successful one.
You can increase this damage by spending Ki points. Each point you spend, up to a maximum of 3, increase the damage by 3d4.
-Blood Worker: At 17th level you gain a limited, but potent, command of the vital waters that fill mortal shells. As a bonus action you may spend 3 Ki points to use one of the following abilities:
-Blood Puppet: You exert control over the fluids in an opponents body and may force your will over them. You learn the Command spell. You can also choose to disrupt the flow of a body to cast Blindness or Deafness. You can spend additional Ki points to cast Command or Blindness/Deafness as higher level spells. Each additional Ki point you spend increases the spell’s level by 1. The maximum number of Ki points (2 plus any additional points) that you can spend on these spells equals half your monk level.
-Hemorrhage: In a gore filled show of violence you rip the blood from an enemies arteries and veins. A target within 30ft of you must make a Constitution saving throw against your Ki save DC, taking 8d12 necrotic damage on a failed save, or half as much damage on a successful one. Once you use this feature you must finish a short rest before you can use it again.
These abilities do not effect enemies that do not possess blood or other bodily fluids.
Followers of the way of water are both calm and serene as well as quick and deadly. Monks of this order understand that water can be found and exploited in many surprising ways.
-Disciple of Water: At 3rd level, your connection to the life giving waters of the world grant you amazing powers. You gain the following benefits:
-Amphibious: You gain a swim speed equal to your base speed. If you already have a swim speed, your swim speed increases by 10ft. Alternatively, you can spend 1 Ki point to walk on the water’s surface for 10 minutes.
-Frigid Strikes: By focusing your Ki you can choose for your unarmed attacks to deal cold damage instead of bludgeoning.
-Ice Veins: At 6th level, your increasing Ki control allows you to drop the temperature of water. You gain the following benefits:
-Razor Ice: You can spend 1 Ki point to cause ice to sheathe your limbs or weapons. This causes your weapon or unarmed attack to deal additional cold damage equal to your martial arts die. This effect lasts until the beginning of your next turn.
-Icicle: when you take the attack action you can replace any of your unarmed or weapon attacks with a dart of ice. This projectile deals cold damage equal to your martial arts die with a range of 60 feet.
-Scalding Breath: At 11th level, you gain the ability to superheat water and unleash it as a scalding breath weapon. As an action, you exhale searing hot steam in a 30ft cone. Each creature in that area must make a Dexterity saving throw against your Ki save DC, taking 3d4 fire damage on a failed save, or half as much damage on a successful one.
You can increase this damage by spending Ki points. Each point you spend, up to a maximum of 3, increase the damage by 3d4.
-Blood Worker: At 17th level you gain a limited, but potent, command of the vital waters that fill mortal shells. As a bonus action you may spend 3 Ki points to use one of the following abilities:
-Blood Puppet: You exert control over the fluids in an opponents body and may force your will over them. You learn the Command spell. You can also choose to disrupt the flow of a body to cast Blindness or Deafness. You can spend additional Ki points to cast Command or Blindness/Deafness as higher level spells. Each additional Ki point you spend increases the spell’s level by 1. The maximum number of Ki points (2 plus any additional points) that you can spend on these spells equals half your monk level.
-Hemorrhage: In a gore filled show of violence you rip the blood from an enemies arteries and veins. A target within 30ft of you must make a Constitution saving throw against your Ki save DC, taking 8d12 necrotic damage on a failed save, or half as much damage on a successful one. Once you use this feature you must finish a short rest before you can use it again.
These abilities do not effect enemies that do not possess blood or other bodily fluids.