Way of the Flowing River (5e Subclass)

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Way of the Flowing River[edit]

Unlike traditional monks those who go down this path tend to stray from life at a monastery though there has been some cases when monasteries have been established. Often times preferring to be secluded and left to their training these monks have learnt to master the properties of water, harnessing it's power and unleashing it upon all who stand in their way.

River Soul

At 3rd level, your training nearby bodies of water give you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Crashing Water

When you choose this origin at 3rd level, you learn the secret of infusing your spells with a watery curse.

When you hit a creature with an attack granted by your Flurry of Blows

Wintry Waters. You can mimic the effects of cold water on the target's body. The target’s speed is reduced by 15 feet until the end of your next turn.
Waterfall Drop. You can strike with the weight of a high waterfall. The target takes additional lightning damage equal to a roll of your martial arts die.
Coursing River. You guide the target as a leave on a water stream. The target can be pushed 15 feet back.
Flowing Avoidance

At 6th level, you gain the ability to defend yourself by moving your body like flowing water. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your monk level plus your Dexterity score, and then you can move up to 30 feet without provoking opportunity attacks.

Once you use this special reaction, you can’t use it again until you finish a short or long rest, unless you spend 1 ki point to do so again.

In addition, you also gain resistance to fire damage.

Flowing Movement

Starting at 11th level, you gain the ability to be ever shifting and in constant movement like water. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

In addition, you can use your Crashing Water feature effects with any of your attacks, (even without using flurry of blows). You can't use the same effect twice on the same turn.

Watery Self

At 17th level, you become one with the water, flowing effortless with strikes directed towards you. You gain resistance to slashing, piercing and bludgeoning damage, and critical hits against you becomes normal hits.

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