Monk
Base Class: Monk

Way of Water

The Water Tribe teaches that true strength comes not from force, but from adaptability. Like a river, a waterbender flows around obstacles, redirects aggression, and patiently waits for the perfect moment to strike.

Monks who follow this tradition channel their ki through nearby water, shaping it into powerful weapons, protective barriers, and restorative energy. Whether freezing enemies in place, creating towering walls of ice, or healing wounded companions, Water Tribe monks embody balance, compassion, and resilience.

As their mastery grows, these monks become one with the tides themselves, commanding rivers, lakes, rain, and ice with effortless precision. Few opponents can match the versatility of a Water Tribe master, whose techniques are as graceful as they are devastating.

Waterbending Arts

Waterbending Arts

Starting when you choose this tradition at 3rd level, you learn to channel your ki through nearby sources of water, shaping them into graceful yet formidable techniques.

You can manipulate nonmagical water within 30 feet of you, provided the source is no larger than a Small body of water, such as a puddle, bucket, waterskin, fountain, stream, or similar source. You can also manipulate rain, snow, and ice within this range.

If no suitable source of water is available, you can expend 1 ki point to condense moisture from the surrounding environment, creating enough water to use one feature granted by this tradition. This water remains until the end of your current turn before harmlessly dissipating.

In addition, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • Riptide. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
  • Current Pull. The target must succeed on a Strength saving throw or be pulled up to 15 feet toward you.
  • Freezing Current. The target must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of your next turn.

The saving throw DC for these effects equals your Ki save DC.

Waterbending Mastery

Beginning at 6th level, your connection to the element of water has matured into true mastery. Through unwavering discipline and spiritual harmony, you have learned that water is far more than a weapon—it is a force of life, resilience, and endless adaptability.

Your control is no longer limited to the small streams and carried water relied upon by novice waterbenders. You can now draw upon and manipulate larger natural sources of water, including ponds, creeks, rivers, waterfalls, and small lakes. Whether drawing water into graceful arcs, crashing waves, or razor-sharp currents, your movements remain fluid and deliberate, flowing effortlessly from one technique to the next.

As your mastery grows, you learn to command water in ways that embody the two great teachings of the Water Tribes: the power to preserve life and the strength to overcome those who threaten it. You gain the following Waterbending techniques.

 Healing Waters

The healing arts are among the most sacred traditions of the Water Tribes, passed down through generations of gifted waterbenders. By guiding water infused with your ki through the body, you can soothe pain, accelerate natural healing, and restore the flow of life energy within a creature.

As an action, you can touch yourself or another willing creature and expend 2 ki points. The target regains hit points equal to two rolls of your Martial Arts die + your Wisdom modifier.

This healing relies upon the natural vitality of living creatures and has no effect on constructs or undead.

Water Whip

You can gather nearby water into a swift and flexible lash, striking with the speed of a crashing wave and the precision of a practiced martial artist. The whip can coil around a foe, hurl them aside with overwhelming force, or drag them helplessly toward you before dissolving back into its source.

As an action, you can expend 2 ki points to shape nearby water into a powerful whip and strike a creature you can see within 30 feet of you. The target must make a Dexterity saving throw against your Ki save DC.

On a failed save, the creature takes bludgeoning damage equal to **three rolls of your Martial Arts die + your Wisdom modifier**, and you choose one of the following effects:

Crashing Wave. The target is knocked prone as the force of the water sweeps it off its feet.

Surging Current. The target is pushed up to 20 feet away from you as a rushing torrent drives it backward.

Undertow. The target is pulled up to 20 feet toward you as the water coils around it and drags it through the current.

On a successful save, the creature takes half as much damage and suffers no additional effects.

After the attack, the water immediately returns to its original source or harmlessly disperses into the surrounding environment.

Icebending Mastery

11th Level: Icebending Mastery

Icebending Mastery

At 11th level, your control over the temperature and structure of water has reached a masterful level. You have learned to instantly freeze, shape, and manipulate water into powerful structures, defensive barriers, and restraints.

Your ice is no longer simple frozen water — it is an extension of your will, capable of protecting allies, trapping enemies, and changing the battlefield.

You gain the following Icebending techniques:


Ice Wall

Action
Range: 60 feet
Duration: 10 minutes
Ki Cost: 3 Points

You rapidly freeze nearby water or moisture in the air, creating a massive wall of solid ice.

You create a wall on a solid surface within range.

The wall can be:

  • 30 feet long

  • 10 feet high

  • 1 foot thick

The Ice Wall provides full cover to creatures behind it.

Ice Wall Statistics

Armor Class: 12
Hit Points: 60
Damage Immunities: Cold, Poison, Psychic
Damage Vulnerabilities: Fire

When the wall reaches 0 hit points, it shatters into pieces of ice and disappears.

Reinforced Ice

If created using a large water source (such as a lake, river, or ocean), the wall becomes stronger:
Ki Cost: 5 Points

  • Hit Points increase to 100.

  • The wall lasts for 1 hour.


Ice Prison

Action
Range: 60 feet
Target: One creature
Duration: Concentration, up to 1 minute
Ki Cost: 4 Points

You freeze water around a creature, trapping them inside a prison of hardened ice.

The target must make a Strength saving throw.

Saving Throw DC:

8 + your Proficiency Bonus + your Wisdom Modifier

Failure:

The creature becomes Restrained.

While restrained:

  • The creature's speed becomes 0.

  • The creature cannot take reactions.

  • The creature cannot move unless the prison is broken.

At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success.

Breaking the Prison

The Ice Prison has:

AC: 15
Hit Points: 40

Fire damage dealt to the prison is doubled.


Ice Bridge

Action
Range: 120 feet
Duration: 1 hour
Resource: Once per long rest
Ki Cost: 3 Points

You freeze a path of water into a solid bridge, allowing travel across oceans, rivers, lakes, and other bodies of water.

You create a bridge up to:

  • 100 feet long

  • 10 feet wide

  • 1 foot thick

The bridge can support:

2,000 pounds

The bridge remains stable for 1 hour before melting back into water.

Advanced Ice Bridge

When created over a large water source, the bridge can extend up to:

500 feet long

and remains for:

8 hours


Icebending Mastery Passive Benefit

Your precision with freezing techniques improves all Waterbending abilities involving ice.

You gain:

  • Resistance to cold damage.

  • You can freeze small amounts of water without expending a technique use.

  • You can create simple ice objects during a short rest.

  • Your Icebending techniques ignore naturally occurring freezing temperatures.


Level 11 Icebending Mastery Summary

New Techniques:

❄ Ice Wall

  • Defensive barrier

  • Protect allies

  • Block enemies

❄ Ice Prison

  • Immobilize powerful targets

  • Control the battlefield

❄ Ice Bridge

  • Create paths across water

  • Improve exploration and travel

At 11th level, your Waterbending has evolved beyond controlling water — you now command its frozen form, shaping ice into weapons, defenses, and structures with the skill of a true master.

Level 17: TIdal Mastery

17th Level: Tidal Mastery

At 17th level, your connection to the tides reaches its absolute peak. You have learned to synchronize your martial capabilities with the natural flow of water, drawing upon the power of the ocean to enhance your techniques.

You gain the following abilities:

Tidal Form
As a bonus action, you can enter an empowered, fluid state of heightened bending that lasts for 1 minute. While active, you gain the following benefits:
• Tidal Surge: Whenever you deal cold or bludgeoning damage with a subclass feature, action, or spell, you deal extra damage equal to your Wisdom modifier (minimum of +1).
• Extended Reach: The range of your Waterbending actions and subclass spells increases by 30 feet.
• Tidal Healing: Whenever you restore hit points to a creature using a subclass feature or spell, the target regains additional hit points equal to your proficiency bonus.
• Hydro-Perception: You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks, as well as blindsight out to a range of 30 feet while standing in or touching water.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 Ki points to use it again.

Crushing Tide
As an action, you can spend 4 Ki points to summon a massive, violent surge of water that rushes outward in a 30-foot cone. Each creature in that area must make a Strength saving throw against your Ki save DC. On a failed save, a target takes 4d10 + your Wisdom modifier bludgeoning damage, is knocked prone, and is pulled up to 15 feet directly toward you. On a successful save, a target takes half as much damage and isn't knocked prone or moved.

Protective Current
As a reaction when you or a creature you can see within 30 feet of you takes damage, you can spend 3 Ki points to whip a defensive barrier of swirling water around the target. The target reduces the incoming damage by 3d10 + your Wisdom modifier.

Restorative Surge
As an action, you can spend 3 Ki points to focus pure, glowing water over a creature within 30 feet of you. The target regains a number of hit points equal to 3d8 + your Wisdom modifier, and you can end one of the following conditions on the target: blinded, deafened, paralyzed, or poisoned.

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