dauntless/content/Classes/Monk/Way of Still Waters.md
2026-03-08 21:51:42 -06:00

2.7 KiB
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Tome of Heroes

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Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.

Still Waters Progression
Monk Level Features
3rd Perfect Calm, Turbulent Waters
7th Spreading Ripples
11th Duality of Water
15th Tempestuous Waters

Perfect Calm 

3rd-Level Still Waters Feature 

When you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.

Turbulent Waters 

3rd-Level Still Waters Feature 

When an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you dont expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you havent made an attack or been the target of an attack by a hostile creature for 1 minute.

Spreading Ripples 

7th-Level Still Waters Feature 

When a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die. 

When you hit with an attack and use two or more Turbulence dice on the attacks damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.

Duality of Water 

11th-Level Still Waters Feature 

When you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.

Tempestuous Waters 

15th-Level Still Waters Feature 

When you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.