Base Class: Monk
A monk who follows the Way of Open Waters has adopted the fluid, flowing movement of the ocean, and the unrelenting and swift attacks of the beasts of the seas. They use their Ki to manipulate the water around them and even the moisture in the air, before unleashing it in a vicious punch, a sweeping wave, or even shaping water into the shape of sharks or piranhas and sending them hurtling towards their foes. Those who pursue this monastic training are free to devote their might to their whims, whether to defend the weak, or pledge themselves to the cause of the mighty.
Arabesque Tile True Punch
3rd-level Way of the Open Waters Feature
Starting at 3rd Level, you utilise the water vapor in the air to transmit a brutal shockwave into your opponents to disorientate them, or send them flying.
Whenever you hit a creature with one attack granted by your Flurry of Blows, you can impose one of the following Effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
Five Thousand Tile True Punch
6th-level Way of the Open Waters feature
At 6th level, you gain the ability to channel your ki into devastating waves of water-infused energy. Immediately after you take the Attack action on Your turn, as a bonus action, you can spend 2 ki points to force each creature in a 15-foot cone to make a Dexterity saving throw against your Ki Save DC. A creature takes three Martial Arts dice in cold damage on a failed save, or half as much damage on a successful one.
You can spend additional ki points to add an additional one Martial Arts die to the damage.
Sharkskin Palm Block
11th-level Way of the Open Waters feature
At 11th level, the power of your water-infused ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can take a defensive stance to create a protective aura of water that emerges 30 feet from you for 1 minute. Choose acid, cold, fire, lighting, or poison damage, and for the duration, you gain the following effects:
- You and your allies within your aura gain resistance to the chosen damage type.
- Waves of water-infused aura flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target of the attack can use their reaction to deal an amount of cold damage equal to one roll of your Martial Arts die to the attacker.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again.
Shark Pack Attack
17th-level Way of the Open Waters feature
At 17th level, you can release a pack of watery sharks that tear apart any creatures they catch. As an action, you can spend up to any number of ki points and conjure a number of shark projectiles equal to the ki points spent to hurl at targets within 120 feet of you. You can hurl them at one target or several. Make a ranged spell attack for each shark using your proficiency bonus + Wisdom modifier for the attack modifier. On a hit, the target takes 2 Martial Arts die in cold damage and is restrained until the start of your next turn, when the sharks evaporate.
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