Way of the Still Waters

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.

Perfect Calm

Starting when you choose this tradition at 3rd level, 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

Starting at 3rd level, 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 don’t expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven’t made an attack or been the target of an attack by a hostile creature for 1 minute.

Spreading Ripples

At 6th level, 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 attack’s 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

Beginning at 11th level, 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

At 17th level, 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.

Sway and Strike

At 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.

Jester Style

Beginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take. When you are prone, you don’t have disadvantage on attack rolls, and enemies within 5 feet of you don’t have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.

You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.

Fortune Favors the Fool

Starting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon’s type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon’s type instead.

Stumbling Stance

At 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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