Base Class: Monk
Way of the Fish-Man
Monks who follow the Way of the Fish-Man move with the fluid grace of water, striking with the force of crashing waves and bending their surroundings to gain the upper hand in combat. Practitioners of this tradition harness the essence of water, believing that by mastering its movements and properties, they can surpass their physical limits. They see water as both a source of strength and a path to harmony with the world, striving to become as adaptable and unstoppable as the ocean itself.
Their ultimate goal is to achieve unity with the element of water, becoming a living embodiment of its power and tranquility.
Level 3: Water Manipulation
At 3rd level, you gain the ability to manipulate water in your surroundings. As an action, you can control water within a 30-foot radius, shaping it into simple forms and moving it up to 30 feet in any direction. This water control allows you to extinguish flames, fill containers, or create basic shapes and currents. Note that this ability does not create water; it only manipulates existing water sources.
Additionally, you gain proficiency in Athletics if you don’t already have it, and you unlock the following ability:
- Water Shot: You can spend 1 Ki point to launch a powerful jet of water. As an action, make a ranged spell attack (range 30 feet) using your Wisdom modifier. On a hit, the target takes 1d8 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed back 10 feet. The damage increases as you progress in level:
- 6th level: 2d8
- 11th level: 3d8
- 17th level: 4d8
This ability allows you to strike with the force of flowing water, knocking foes back with its impact.
Level 6: Fish man Resilience
At 6th level, your training grants you enhanced physical resilience. You gain resistance to bludgeoning damage and the ability to breathe underwater. Additionally, your swimming speed becomes equal to your walking speed.
Level 11: Crushing Wave Technique
At 11th level, you master the ability to grapple enemies with immense force and leave debilitating pressure marks on them. You gain the following features:
-
Sea Drum: You can spend 1 Ki point to punch the water in front of you, sending a shockwave through it to strike a creature within 30 feet. The target must make a Constitution saving throw. On a failed save, the target gains a Pressure Mark for 1 minute.
- Pressure Mark: A creature with a Pressure Mark has vulnerability to the next attack that hits it and disadvantage on Strength and Dexterity saving throws until the mark fades or is triggered. Only one Pressure Mark can be applied to a creature at a time. When a creature with a Pressure Mark is hit by an attack, the mark is consumed, and its effects end.
-
Shark Grip: When you hit a creature with an unarmed strike, you can spend 2 Ki points to attempt to grapple the target as a bonus action. While grappling a creature, you can use an action to squeeze them, dealing bludgeoning damage equal to twice your Martial Arts die + your Wisdom modifier. If the target has a Pressure Mark, it must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Level 17: Water Heart
Water Heart
At 17th level, you master the ulti-
mate techniques of Fish-Man Ka-
rate. As an action, you can spend 5
Ki points to unleash a devastating
wave of water in a 60-foot cone.
Each creature in the area must make
a Strength saving throw (DC = 8 +
your proficiency bonus + your Wis-
dom modifier). On a failed save, a
creature takes 8d10 bludgeoning
damage, gains a pressure mark and
is pushed back 30 feet and knocked
prone. On a successful save, the
creature takes half as much damage
and isn’t pushed or knocked prone.
Additionally, you can now manip-
ulate water even when there are no
water sources around. You can create
water up to a volume of 10 gallons
per Ki point spent (maximum of 50
gallons) once per long rest.






