Monk
Base Class: Monk

The Monks following the way of the Ocean are known for their patience. Their teachings are based on the water itself, its unwavering calm and its sudden power. It bends around others, moving with grace and can take those who aren’t careful by surprise. With time and patience it can even cut through mountains. By studying the ocean these monks learn to move with the force of incoming attacks and to take advantage of any openings that are presented. With time and patience they will not only learn to move like the water but to become its master.

Bend before Breaking

 

Starting at 3rd level, when taking the dodge action on your turn, you can spend 1, 2 or 3 Ki Point to use your bonus action to enhance your defensive stance. Until the end of your next turn you get a bonus to your AC equal to the Ki Points spend.

Go with the Flow

Also at 3rd level, when you take the dodge action on your turn, you can use 3 reactions instead of 1 until your next turn. 1 of these reactions can be used as normal, the others can only be used to do anyone of the following options:

  • When an Large or Smaller creature misses you with a melee attack, you can redirect its movement and push it 10ft in any direction. You can also spend 1 Ki point to have the creature make a Dex save, knocking it prone if it fails.
  • When an Large or Smaller creature misses you with melee attack, you can redirect its power and knock it prone. You can also spend 1 Ki point to try and grapple the creature using a Dexterity (acrobatics) check instead of a Strength (Athletics) check, maintaining the grapple can also be done by the same check.
  • When a creature misses you with melee attack, you can use the opening in its defenses and make an attack with advantage.
  • When a creature misses you with a ranged weapon attack, you can redirect the projectile and use it to make a ranged attack with the weapon or piece of ammunition. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
  • When a creature moves to within 10ft of you can move up to half you movement speed. This movement does not provoke attacks of opportunity.
  • When a creature within 5ft of you is attacked with a ranged or melee weapon, you can use you fluent movement to switch places, with you now taking the attack.

One with the Sea

At 6st level,you gain the Control Water cantrip if you don't already know it. Additionally,  as an action, you can spend 2 ki points to cast Water Breathing, Water Walk, without providing material components, but targeting only yourself. And when standing in water that is at least 15ft by 15ft and 1ft deep, you can spend 4 ki points to cast Tidal Wave or Wall of Water, with a range of 10ft.

Beneath the Surface

At 11th level, you insight into the ocean gives control over what is beneath the surface, both figuratively and literally. First off, you can project a calm that hides your inner feelings, giving other creatures disadvantage on insight checks to gauche your intentions. Furthermore, you can harness the power of the ocean when completely in water, giving you advantage on all attacks, checks and saves you make.

One with the Ocean

At 17th level, your Go with the Flow feature now gives 4 reactions instead of 3. In addition, you can use these reactions to do one of the following:

  • When a creature misses you with an attack, you can spend 4 Ki Points to shoot a water projectile at it. Make a ranged attack against the creature, on a hit it takes 4d10 bludgeoning damage and is pushed away from you by 10ft. This damage count as magical for the purpose of overcoming resistances.
  • When you are hit with an attack, you can spend 4 Ki points to become liquid. The attack misses and you can move up to half your movement speed (this must be on a surface) before reforming to your normal shape. This movement does not provoke attacks of opportunity and ignores difficult terrain.

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