Way of the Shaofin (5e Subclass)

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Way of the Shaofin[edit]

Monk Subclass

Way of the Shaofin

Unrelated to the similarly named Shaolin monks, Shaofin Monks are those who study the ways pioneered by a band of Sahuagin pirates for battle on the high seas long ago. By controlling and even creating the same material that makes up 70% or so of the planet's surface, a Shaofin Monk is capable of dealing great damage with the most unassuming of elements, Water.

Epipelagic Wisdom

When you take this subclass at 3rd level, you gain the ability to speak Aquan if you do not already know it. In addition, your knowledge of how water flows allows you to swim and hold your breath more efficiently. Your swim speed is equal to your walking speed plus your Unarmored Movement bonus, and you can hold your breath for twice as long.

Mesopelagic Power

When you reach 6th level in your Monk class, your ki becomes like water, and allows you to control the element in the same way. You know the shape water cantrip, and gain the ability to cast various watery spells, using your Ki Save DC in place of a spell DC. When you cast a spell in this way, you must spend a number of ki points equal to the level of the spell you are casting it at, and 1 additional ki point for each missing component necessary to cast it, such as a material or verbal component you cannot provide, and you cannot cast a spell at any level higher than its lowest. You unlock more spells at certain levels in your Monk class as shown in the table.

Shaofin Spell Table
Monk Level Spells Unlocked
6th create or destroy water
9th tidal wave, wall of water, water breathing, water walk
13th control water, watery sphere
17th maelstrom
Bathypelagic Might

When you reach 11th level in your Monk class, your mastery over water even extends to the water inside living creatures. When you make a Stunning Strike, the creature you hit has disadvantage on its Constitution saving throw, as well as any Constitution saving throws it must make until it is no longer stunned. In addition, you can draw the latent energy of water into yourself to replenish lost Ki once per turn, gaining 1 spent Ki point when you start your turn in contact with water or the first time you come into contact with water on your turn, unless you start your turn completely submerged, at which point you regain 2 lost Ki points.

Abyssopelagic Force

When you reach 17th level in your Monk class, your power over water gives you an overwhelming new method of crushing your foes. By spending 3 Ki Points as an action, you create an immense orb of water over your head and hurl it in a direction of choice, represented as a 20-foot-wide 60-foot-long line, with the far end being where the orb stops. Every creature or object that is Huge or smaller in the orb's path must make a Strength or Dexterity saving throw (your choice) against your Ki save DC or be sucked into the orb and carried along with it, during which time it is considered restrained. A creature can escape from the orb on their turn by repeating the saving throw at the end of their turn. The orb can occupy the space of a Gargantuan creature, and you can only create one orb before you must finish a long rest.
The orb lasts for up to 1 minute, during which time any lightning damage applied to it is dealt to all creatures inside it. On your turn, you can use a bonus action to spend a Ki point to fling the orb again from its current location, creating another 20-foot-wide 60-foot-long line starting from the orb's current position that the orb moves to the far end of, or you can use a bonus action to spend 3 Ki points to make the orb collapse. Each creature and object inside the orb, including a Gargantuan creature that the orb is occupying the space of, then takes 12d10 thunder damage from the sudden burst of deepsea-trench-like pressure that the orb exerts on its contents, and the orb then bursts into a light rain that gently falls on a 300 foot radius 50-foot-high cylinder

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