About this mod
An ATLA-inspired monk subclass focused on crowd control and utility.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Portuguese
- Changelogs
1.1.0: Cloak slot accessories can be found at Dammon and Roah Moonglow, or in the Tutorial Chest.
Moved the optional files here.
You strive to master the changing element of water, using its adaptability to heal, harm, or even control the water in your enemies' bodies.
Progression:
Level 3:
- Aquatic Movement: You cannot fall Prone on ice, and deep water doesn't slow you down. While you stand on a water surface, you can use it to launch yourself into the air, ignoring attacks of opportunity.
Water Launch (Movement)
Once per turn, you can jump from a water-based surface, ignoring attacks of opportunity. Your Wisdom affects how far you can jump.
- Waterbender Proficiencies: passive selection (list below)
- Watershaping:
Watershaping (Action)
You can effortlessly control some amount of water in a small area. Freeze, melt, condense or vaporize surfaces, or create and throw climbable ice cubes.
- Waterbending Technique x2: passive selection (list below)
- Waterbending: Quickened (togglable passive)
Spend more Ki to use the waterbending techniques that cost an action as a bonus action instead. 1 Ki per Water technique, 2 Ki per Frost technique.
- Waterbending: Meticulous (togglable passive)
Spend both an action and a bonus action to use your higher cost waterbending techniques for one less Ki Point. Some techniques also receive additional properties.
- Waterbending: Empowered: You gain a bonus to the damage you deal with your waterbending techniques equal to your Wisdom Modifier (minimum of 1), and cannot roll a 1 on the damage rolls.
- Waterbender Proficiencies
- Waterbending Technique
- Body Control: You gain a bonus to Constitution Saving Throws equal to your Wisdom Modifier.
- Waterbending Technique
- Waterbending Technique
Waterbender Proficiencies:
Studying the element of water has let you incorporate some of its qualities into your skill set.
- Treacherous Waters: You gain Proficiency in Deception and can add your Wisdom Modifier to the checks.
- Calm Waters: You gain Proficiency in Persuasion and can add your Wisdom Modifier to the checks.
- Trident weapon Proficiency.
Waterbending Techniques:
You can use Ki to power magic that controls the water around you.
- Whip and Shield: You can deflect damage as a reaction and whip your opponents with water.
Water Whip (Action, Unarmed Attack)
Use the water whip to knock your target Prone, push or pull it towards you, and inflict Wet on it. Pushing and pulling versions do not harm allies.
A water whip can only be used once per turn, unless used meticulously.
Water Shield (Reaction, 1 Ki Point)
Reduce the Acid, Cold, Fire, Poison, Radiant, or Necrotic damage you take by 1d10 + your Wisdom Modifier + your waterbender level and, if you are Concentrating, gain Advantage on the concentration Saving Throw.
During your next turn, a waterbending technique that normally costs 1 or 0 Ki Points costs none, regardless of other modifiers.
- Healing Flow: You can use water to redirect energy paths around the body, curing wounds and ailments.
Healing Flow: Cure (Action, 1 Ki Point)
Heal a creature you can touch for 3 rolls of your Martial Arts die + your Wisdom Modifier. When used meticulously, heals for an additional die roll.
Healing Flow: Cleanse (Action, 1 Ki Point)
Cure a creature from disease, poison, paralysis or blindness.
Soothing Flow (Action)
Once per Long Rest, you can grant a creature partial effects of a Short Rest and restore it's 1st, 2nd, and 3rd Level spell slots, one per each Level.
- Plantbending: You can effortlessly control vines and roots of plant-based surfaces (such as Twisting Vines or Plant Growth). They don't slow you down and you are immune to the additional effects they cause.
Entanglement (Action, 1 Ki Point)
Target the vines and roots in a plant-based surface to possibly Entangle the enemies standing on it for 2 turns.
If the enemy is already Entangled or suffering from a similar condition, they are dealt 2 rolls of your Martial Arts die damage, and the condition is extended by 1 turn.
When used meticulously, the inflicted damage and durations are doubled.
If the target is an ally standing on a plant-based surface or suffering an entanglement-like effect, the effect is cleared, and the ally can't be slowed by the surface until the end of their turn.
- Armour of Frost: Whenever you use Patient Defence or Step of the Wind, or the Water Shield reaction, you gain temporary hit points equal to your waterbender level + your Wisdom Modifier for 10 turns. While the armour is active, you have Resistance to Slashing, Piercing, Fire and Cold damage, and deal double your Wisdom Modifier Cold damage to any creature that hits you with a melee attack.
- Blades of Rime: You can throw shards of ice that cause Bleeding.
Blades of Rime (Action, 1 Ki Point)
Throw 2 shards of ice that deal a roll of your Martial Arts die Piercing damage + your Wisdom Modifier Cold damage and cause Bleeding for 2 turns.
The number of shards increases at waterbender level 6.
When used meticulously, launches an additional shard.
- Frost Adept: You gain an advanced understanding of the frost element.
Sphere of Ice (Action, 2 Ki Points)
Hurl a sphere of ice that deals 4 rolls of your Martial Arts die Bludgeoning damage and inflicts Chest Trauma for 1 turn. The sphere explodes and deals 2 rolls of your Martial Arts die Cold damage to anyone nearby, leaving an ice surface.
Breath of Winter (Action, 3 Ki Points)
Make a flurry of frost, crisp air, and condensed snow crystals erupt in a freezing cone, possibly inflicting Encrusted with Frost upon the targets. When used meticulously, the cone does not affect allies and possibly Chills the targets.
Chilled targets are Vulnerable to Cold damage and Resistant to Fire damage. Their movement speed is reduced by 3m.
- Puppetry: You learn to bend the water in other creatures.
Puppetry: Wrack (Action, 2 Ki Points, Concentration)
Target the water in the creatures within a small radius to severely impede their movement and actions for 3 turns, and make them easier to control with other Puppetry techniques. Deals 2 rolls of your Martial Arts die Bludgeoning damage.
Concentrating on this technique lets you Torment and Flense targets of the Wracked condition.
Wracked targets' movement speed is halved, and their Armour Class, Saving Throws, Attack Rolls and Ability Checks are reduced by 3.
They can't take reactions or make more than 1 attack per turn, and can only take either an action or a bonus action.
They have Disadvantage on saves against the Puppetry techniques, and these techniques prolong the Wracked condition and the caster's concentration on it.
Puppetry: Torment (Action, Temporary)
Torment the victims of the Wracked condition you inflicted, dealing 4 rolls of your Martial Arts die Bludgeoning damage, prolonging the condition's duration by 2 turns, and your concentration on it.
Puppetry: Flense (Action, 3 Ki Points, Temporary)
Tear parts of a creature's skin off, dealing 6 rolls of your Martial Arts die Slashing damage. Killing the target with this technique might Frighten nearby enemies. Can only be used on a creature with at least 4 turns of the Wracked condition remaining.
The affected entity has Disadvantage on Charisma Checks and Vulnerability to all damage. Killing it might Frighten nearby enemies for 2 turns.
Puppetry: Disarm (Action, 1 Ki Point)
Focus on your foe's hands to force them to drop the weapons they are holding and inflict Weak Grip for 2 turns, hindering their ability to attack. Deals 2 rolls of your Martial Arts die Bludgeoning damage.
Refunds 1 Ki Point spent on a Wracked target.
Puppetry: Launch (Action, 3 Ki Points)
Throw a creature up to 18m, Daze it for 2 turns, and knock it Prone. Deals 2 rolls of your Martial Arts die Bludgeoning damage.
Refunds 2 Ki Points spent on a Wracked target.
Installation
BG3 Mod Manager
Compatibility
Requires Compatibility Framework for simultaneous use with other monk subclasses