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# Way of Flowing Water ## # Monks of the Way of Flowing Water are masters of unarmed combat. They learn techniques inspired by the power, tranquility, and flow of rushing water. By contemplating the properties of water they are better able to parry and strike, heal themselves using their ki, and damage their opponents over time. ### Power and Tranquility When you choose this tradition at 3rd level, your contemplation of flowing water allows you to better parry and dodge physical attacks, and you gain the following techniques, and can use one of them per turn:
Flowing River Technique.
You can use the dodge action as a bonus action without spending a ki point after making an attack action.
Crashing Wave Technique.
When you use Flurry of Blows, you add your proficiency bonus to the damage of each strike. ### Eternal Flow As the ocean flows eternally, so too does ki flow within you. Starting from level 6, you can use a bonus action and 1 ki point to heal for one hit die, up to a total of three ki points. At 15th Level, the amount of ki points you can use becomes five. \columnbreak ### Light Over Still Ponds Starting from level 11, your contemplation of the interplay of light and water allows you to use a variety of techniques relating to light.
Moonlight Over Still Ponds.
You manipulate the flow of ki in your body, granting you an additional 30 feet of Darkvision (if you do not have Darkvision, you gain 30 feet of it). You can spend 1 ki point for an additional 30 feet of Darkvision.
Sunlight Over Still Ponds.
Upon landing a either hit of a Flurry of Blows on a creature, you can spend one ki point to blind and damage a creature. A creature hit by these blows must make a Constitution saving throw or be blinded and take an additional 1d8 radiant damage. On a successful save the creature is not blinded and takes half damage. ### Tidal Fury At level 17, you are able to strike with the power of large bodies of water. When you use a Flurry of Blows, you can spend 2 additional ki points to strike the creature as a massive wall of water might. On the first hit, The creature must make a Strength saving throw; on a failed save, the creature takes 6d10 bludgeoning damage.
If the creature is hit by a second strike, they must make another Strength saving throw. On a failure, they take an additional 5d10 damage and are knocked 10 feet away. You may use this feature once per short or long rest.
Way of Flowing Water