Way of the Vengeful Wave (5e Subclass)
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Not needing to spend ki points on Patient Defense, 2 extra attacks per turn
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Way of the Vengeful Wave
Monks of the Vengeful Wave are evasive and unforgiving. Just like water, their objective is to be formless, adapting themselves to the situation and returning their foes' strength against themselves. Soft and hard, full and empty, mind and body, these monks are ever-changing, flowing like a mighty river.
Know yourself, Know Your Enemy...
After studying your adversary's techniques and observing the way they think, you are able to better anticipate their moves, thus increasing your ability to avoid them. On a reaction and each time you use this feature, you now gain a +1 bonus to AC and increase your Ki DC by 1 against a single foe. This bonus can add to a maximum of +3, lasting for 1 minute. This ability's duration is refreshed on use. The bonus is lost whenever you choose a new creature. In addition, you no longer need to spend a ki point to activate Patient Defense.
White Crane Spreads its Wings
You have learned to take advantage of your opponents' mistakes. Beginning at 6th level, whenever you are benefiting from your Patient Defense feature, if a creature within 5 feet of you misses you with a melee weapon attack, you can spend 1 ki point and use your reaction to make an unarmed strike targeting the triggering creature with advantage. Provided your unarmed strike hits, you can choose to apply one of the following effects: The target must succeed on a Dexterity saving throw or be knocked prone. The target must succeed on a Strength saving throw or be pushed 15 feet away from you. The target must succeed on its choice of a Strength (Athletics) or Dexterity (Acrobatics) check or it becomes grappled by you, as if you used the Grapple special attack. Moreover, beginning at 11th level, whenever you use this feature, you can spend up to 2 ki points to make two unarmed strikes, each against a separate triggering attack. At 17th level, you can spend up to 3 ki points to make three unarmed strikes, each against a separate triggering attack.
Stillness Through Movement
You can now control your ki in order to strike your foes, impersonating the fury of a wave. Starting at 11th level, you can now spend an action and 2 ki points to move in a straight line up to a distance equivalent to your speed, inflicting 4 Martial Arts dice to every foe on your way and landing on an unoccupied tile. A creature affected by this ability must make a Dexterity saving throw. If it succeeds, it only takes half damage. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. This movement does not provoke any attack of opportunity.
You have become the very embodiement of the Vengeful Wave. At 17th level, as an action, you can spend 4 ki points to strike the ground, creating a powerful wave that bursts from your space in a 30-foot radius. Each creature caught in the wave must make a Strength saving throw. On a failed save, the target takes 10d8 bludgeoning damage, is pushed 30 feet away from you and knocked prone. On a successful save, the target takes half as much damage and is otherwise unaffected.
About counter-attacking At the start of every fight, it is preferable to use your reaction to improve your AC with Know Yourself, Know Your Enemy. Keep in mind that a reaction is triggered whenever a creature makes an action and that you can only have one reaction per turn. Also, your Ki is a rare ressource at early levels. Therefore, it is best to keep your counter-attack for situations where you either know the fight will be short or whenever you want to apply effects such as prone or pushed.
Credits Inspiration HalfMetalJacket's Way of the Empty Mind DnDwiki Homebrew Archetypes Monk Class 5e + Way of the Open Hand Image : The Great Wave off Kanagawa from Hukosai.
Special thanks to my DM Daniel Leroux for his patience and open-mindness, Lalliman and Composer99 from Giant in the Playground.