Way of Fishman Karate (5e Subclass)

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Way of Fishman Karate[edit]

Monk Subclass

Flow Like Water

At 3rd level, you can control the water and vapour in their immediate area through careful martial training and meditation. You learn the shape water cantrip, and may use ki points to cast the following spells;

Ki Points Spells
1 create or destroy water
3 tidal wave, wall of water, water walk
4 control water, watery sphere
5 maelstrom
8 tsunami
Water Adept

The ocean is your home, the waves are your allies, and the current is your weapon. When submerged in water, you may extend your range of attack to the water body's area to a maximum range of 60 feet. All unarmed strikes can be made at a range equal to the water's area. Additionally, whenever you use a technique while surrounded by a body of water, you may deal an additional damage die for techniques that apply.

Techniques

Fishman Karate operates on the same vein as regular karate, with its most defining feature being that it allows the user free and careful control over water and water pressure to create devastating effects. At 3rd level, you gain one technique from the list below. You gain an additional technique at 6th, 8th, 11th, 16th and 18th level. Techniques executed that deal double damage to creatures that are vulnerable to water or cold, even if the damage type associated with the attack is not water or cold.

Cinderblock Fist

A hard punch that can send an opponent flying. By manipulating the water vapour in the air, the user creates a pressurised explosion of water vapour at the end of a traditional karate arm thrust. This technique is mostly used for penetrating armour or crushing opponents with brute force. As an action, and at the cost of 2 ki points, the user punches the air creating a powerful shockwave. All creatures within a 15ft cone must make a constitution saving throw. On a success, they take half damage. On a failure, they take 3d8 force damage and are knocked prone. Additionally, the user breaks their guard causing the enemy creature's AC to drop by 1 until the end of the users next turn. By spending an additional ki point, the user can add another 1d8 to the damage roll and any creature that failed the saving throw's AC decreases by an additional 1 per ki point spent.

Dual Fish Engine

When submerged in water, the user is capable of controlling the current to create a water jetstream behind them to propell them forward. At the cost of 1 ki point, the user can double the swimming speed for 1 minute as a bonus action.

Ocean Splitter

Using a karate chop, the user can split the very ocean itself in order to send a shock wave to attack an enemy. Slashing in a downward cross motion with each hand, the user manipulates the water or vapour in the area to create a powerful shockwave. At the cost of 2 ki points, all creatures within a 30ft long, 10ft wide line must make a dexterity saving throw. If the attack is made over a surface of water, the range is doubled. On a success they take half damage, on a failure they take 8d6 slashing damage. This attack douses flammable objects.

Spear Ripple

A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures. At the cost of 1 ki point, the user can create a ball of pressurised water and launch it at an enemy with an over the shoulder throw motion. All creatures within a 10ft sphere must make a dexterity saving throw or take 3d8 force damage. If the user is surrounded by a body of water, the range is instead 15ft and the user can choose to sweep a friendly ally in the torrent that is in range by changing the trajectory of the spear path and move them to any location within a 60ft cone from the user in the direction of the attack. Any creature moved with this technique does not take opportunity attacks from being moved in this fashion. This attack does double damage to structures.

Rain Shower

Instead of a single large attack, the user sends multiple, smaller, water projectiles hurtling towards a target with great speed. The projectiles are capable of piercing stone, and are roughly an inch in size. At the cost of 2 ki point, the user can fire piercing water shots from their finger tips. The user rolls a 1d4+1 to see how many shots are fired. The user can hurl them at one target or several. The user must make a ranged spell attack for each projectile. On a hit, the target takes 2d6 piercing damage. Spending an additional ki point allows the user to add another 1d6 to each water shot.

Sharkskin Guard

A simple palm block with enough force behind it to slap away a sword swing. As a reaction you can spend 1 ki point to create a barrier of pressurised water between yourself and the attacker. Until the start of your start turn, you have a +5 bonus to AC, including against the triggering attack. If you are currently surrounded by water, any creature within 5ft of you is pushed 10ft backwards.

Water Shot

The user hurls a simple droplet of water at their opponent, which can become a deadly bullet with the kinetic force created by their own strength. The user generates a powerful collection of water in their palm, before firing it at an opponent within 120ft. In place of an unarmed strike, the user can fire a blast of pressurised water at the enemy creating a devastating explosion of force. The user makes a ranged attack against a single target, that target must then make a constitution saving throw. On a success, nothing happens. On a failure, they are knocked 10ft in a direction of the users choice. Any creature hit by this attack takes 3d8 force damage. The user can spend additional ki points to increase the range of the knockback by 5ft per point spent.

Vagrant Drill

The user hurls a pack of water in his hands and shoots a powerful water shock wave that pierces through their opponent's body. This has been dubbed as the most powerful technique of fishman karate, and is very difficult to master. Anyone who tries to use this technique without proper mastery is likely to suffer permanent damage. At the cost of 5 ki points, the user can charge a powerful technique in the palm of their left hand while controlling and pressurising the water with the right. The user fires a devastating thrust in the form of a palm strike, bursting the pressurised water accumulated into a single bone shattering blast that deals 10d10 Force damage. The user targets a single creature. That creature must make a dexterity saving throw, taking half damage on a success and full damage on a failure. Additionally, on a failure, the creature is pushed 30ft backwards and knocked prone. If the user is below level 15 when attempting to use this technique, they lose 1d4 maximum hit points permanently and gain a point of exhaustion. If this technique is used when submerged in water, the damage is doubled.

Tidal Drum

The user punches the water in front of him pushing it at his opponent and sending a shockwave through it. The shockwave hits the opponent dealing great damage and leaving a pressure mark on his body. The user beats their fists against the air repeatedly, as if banging on a drum releasing a thunderous boom with each strike. At the cost of 2 ki points, the user can make their unarmed strikes ranged until the start of their next turn. Every time the user strikes a creature with the shockwave, any creature within 5ft of the affected creature must make a constitution saving throw against the users save DC. On a failure, they take the same damage as the original target. On a success, they take half.

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