Monk
Base Class: Monk

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Path of the Ocean Breeze

Guile of the Sea Dog- As a result of your time spent sailing the seas, you've picked up a few tricks along the way. Gain Proficiency in one skill and one musical instrument/ gaming set.

Distracting Strike. You've learned that fighting dirty is a lot better than being dead. You distract a creature within 60ft (in visible or audible range). On your turn you may spend 1 ki point to give your attacks advantage against that creature until the start of your next turn.

Like Shooting Fish in a Barrel. As a bonus action, you let loose a spray of shrapnel and ignite it casting the Burning Hands spell. (reflavor damage type with dm ex./ acid, cold, etc. depending on components used.) You can increase the level of the spell by spending an additional ki point per spell slot. You may use this feature a number of times equal to your proficiency bonus per long rest or at the cost of 1 ki point.

Improvised Weapons. You gain proficiency in Improvised weapons.

Way of the Sea and Stars.  You gain proficiency in Navigator's tools

One with the Ship

Life at sea has taught you many things. Most importantly, you've gained your sea legs. Starting at level 6, you move and sway like a ship out in sea. 

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. 

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Deft Strike. When you hit a target with a melee attack roll , you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Wind's ally

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 3 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 5d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Avatar of the Sea

Your time on the water has given you a deep understanding on how to use it to leverage yourself in battle. Starting at level 17, as a bonus action you can spend 3 ki points to become an avatar of the seas and gain the following for 1 minute. This feature can be used once per long rest.  

Aquatic Barrier. Resistance to bludgeoning, slashing, and piercing damage to nonmagical weapons.

Octopus Reach. An additional 5 feet of Reach on all attacks.

Seagull Wings. A Fly speed equal to your movement speed.

Storm's Fury. You add an additional 2d4 cold, thunder, or lightning damage to your attacks.

Gift of life. Gain 5d10 temporary hit points