Way of the Water
A Monk tradition of Water-Rifting: swimming and water breathing, redirected misses, Ki damage reduction, movement between Flurry strikes and a liquid form at 18th level.
Identity
The Way of the Water is the Monk tradition of yielding ground. Water monks train in the surf, in flooded practice halls and on Aesir tidal platforms where the floor moves. The tradition holds that force should be steered, and its forms are built on the half-step, the small give that turns an opponent's committed weight into a mistake. Water monks are the most patient fighters of the four elemental ways, and the hardest to spar against.
Features
- L3 Water Redirect
You gain a swim speed equal to your walking speed, and you can breathe underwater. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction and spend 1 Ki to redirect it. The attacker must succeed on a Dexterity saving throw against your Ki save DC or take cold damage equal to your Martial Arts die and be moved 10 feet to a space of your choice.
- L7 Moving Sheath
As an action, you can spend 2 Ki to surround yourself with a sheath of moving water for 1 minute. For the duration, you have resistance to fire damage, you can move through the space of any creature, and the first time each turn you enter a hostile creature's space, it must succeed on a Strength saving throw against your Ki save DC or be knocked Prone.
- L11 Yielding Step
You have resistance to cold damage. When you take damage from an attack, you can use your reaction and spend 1 Ki to reduce the damage by your Martial Arts die plus your Wisdom modifier and move up to 10 feet without provoking opportunity attacks.
- L15 Flurry Step
When you use Flurry of Blows, you can move 5 feet between each strike without provoking opportunity attacks. A creature you hit twice in the same turn must succeed on a Strength saving throw against your Ki save DC or have its speed reduced to 0 until the end of its next turn.
- L18 Avatar of the Water Capstone
Once per long rest, as an action, you can spend 5 Ki to turn your body to water for 1 minute. For the duration, you have resistance to all damage, you are immune to bludgeoning, piercing and slashing damage from nonmagical attacks, you can move through any space a liquid can flow into and through any creature's space, you cannot be Grappled or Restrained, and you can take the Attack action from inside a creature's space without leaving it.