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#### Way of the Deep Monks of the Way of the Deep seek to emulate the ferociousness and resourcefulness exhibited by some of the most terrifying creatures one can encounter in the dark depths. Channeling their ki in ways taught down through the generations to only a select few, monks of the Way of the Deep seek to control the ebb and flow of the battle, bringing about an early demise to those who forget the terror of the deep. #### Restriction: Tritons only Only tritons can choose the Way of the Deep archetype, but in rare cases, sea elves, tortles, and water genasi have been allowed to study it as well. Your DM can lift or alter this restriction to better suit the campaign. #### Tentacles of Agony Starting when you choose this tradition at 3rd level, you can utilize one of the most feared sights that have emerged from the depths. As part of making an unarmed strike, you can cause tentacles to shoot forth from your hands and feet, increasing your reach to 10 feet for that attack. If you hit a Large or smaller creature with two attacks on the same turn using these tentacles, the target must make a Strength saving throw against your ki save DC. If it fails, you can choose to grapple it, pull it 5 feet towards you, or both. Additionally, each time you hit with your tentacles on an attack granted by your Flurry of Blows, you can choose to deal lightning damage instead. #### Defense of the Dark Also at 3rd level, you can use your reaction and spend 1 ki point when a creature within 5 feet of you makes an attack against you to shoot a blob of ink at its eyes, making it blinded until the end of the turn. This happens before the attack is made, but has no effect if the creature relies on senses other than sight. #### Terror's Pull At 6th level, you gain the ability to push and pull like the tides themselves, striking fear into your enemies' hearts. Dragging a grappled creature with you doesn't reduce your speed. Additionally, when you take the Attack action and hit a creature you're grappling with a melee weapon attack, it must succeed on a Wisdom saving throw against your ki save DC or become frightened of you until the end of your next turn or it escapes the grapple. #### Storm of the Kraken At 11th level, you gain the ability to create two bolts of lightning as an action, each of which strikes different targets you can see within 60 feet of you. Each target must succeed on a Dexterity saving throw or take 3d8 lightning damage and become unable to take reactions until the start of its next turn. You can increase the number of bolts or their damage by spending ki points. Each point you spend, to a maximum of 3, increases the number of bolts by one, or their damage by 1d8. \columnbreak #### Surge of Strength At 17th level, you can channel the immense strength needed to survive the darkest of depths. As an action, you can spend 3 ki to throw one creature you're grappling up to 30 feet horizontally, knocking it prone. If the thrown creature strikes a solid surface, it takes 1d8 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. When you take this action, you can spend 6 ki instead, allowing you to throw two creatures you're grappling.
> ##### Credits > * Created by redditor [groggen2](https://www.reddit.com/user/groggen2) > * Thanks to everyone on the [Discord of Many Things](https://discord.gg/0dPVgggGtnyRhIcB) who helped me so much along the way. > * Art: 'Wavespeaker' by [Ryan Barger](https://bestfreephotos.eu/biovisionary-digital-art-by-ryan-barger.html) for WOTC > * This is version 1 (_04-24-2019_) > * [GMBinder version](https://www.gmbinder.com/share/-LZOmqZxew5bDzROK4pT) & [PDF version](https://drive.google.com/open?id=1IvC7l9nmRDIZj-nrsX_EqjDXhpr4QAnl)