Way of the Tranquil Tide Monk

by Peanut

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Monastic Tradition

Way of the Tranquil Tide

Monks who follow the Way of the Tranquil Tide study the grace, flexibility, and power of water learning to flow through the ever changing river of life. They master techniques that allow them to extend their ki into water and wield it like an extension of their body with terrifying efficiency on the battlefield.

Crashing Waves

3rd-level Way of the Tranquil Tide feature

You strike with the overwhelming force of a powerful wave. When you hit a creature with a melee weapon attack, you can spend 1 ki point to force the target to make a Strength saving throw against your ki save DC or be moved a number of feet equal to your Unarmored Movement bonus towards or away from the source of the attack.

Additionally at 11th level, if the target is pushed into an obstacle or another creature, the target takes bludgeoning damage equal to one roll of your Martial Arts die + your Dexterity modifier.

Blessed Water Manipulation

3rd-level Way of the Tranquil Tide feature

You learn to extend your ki into water and use it as an extension of yourself. You summon blessed water which you gain control over. You can use a bonus action to animate your blessed water for 10 minutes. On your turn, you can mentally command the blessed water to move a number of feet equal to twice your unarmored movement bonus in any direction (no action required). The blessed water cannot pass through solid objects but can move through small gaps.

The Blessed Water has an AC equal to your current AC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. When the blessed water drops to 0, it collapses into a pool of nonmagical water. You can use a bonus action on your turn to return it to full hit points, reconstituting it at a point within 40 feet.


You can use the Blessed Water in the following ways:

  • When you make a melee weapon attack on your turn, any attack you make can originate from your space or the blessed water's space. You make this choice for each attack. When making attacks from the water in this way, you cannot use Stunning Strike.
  • The blessed water can occupy your space. When occupying your space, the blessed water can't be targeted and is immune to effects that require saving throws, can move with you and your attacks are enhanced. When your attacks are enhanced in this way, your reach for it is 5 feet greater than normal.

  • When you make melee weapon attacks that originate from or are enhanced by the blessed water, you can choose for your attacks to deal bludgeoning, slashing, or cold damage.

If your blessed water is ever more than 40 feet from you at the end of your turn, it is instantly recalled to your space. To be recalled in this way, you must be on the same plane of existence as the water.

Your blessed water cannot be manipulated or controlled by a creature besides you.

If your blessed water is destroyed or you lose it, you can spend 1-hour to meditate and bond with at least one cubic foot of water to create new Blessed Water. This meditation can be done during a short or long rest, and the previous blessed water becomes normal nonmagical water if it still exists.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest, unless you spend 1 ki point to use it again.

Surging Rapids Strike

6th-level Way of the Tranquil Tide feature

You’ve learned to capture the force of the rapids. If your blessed water moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack, the target takes extra damage equal to one roll of your martial arts die. On that attack, you can also use Stunning Strike even if the Blessed Water isn’t occupying your space.

You also gain a swim speed equal to your walking speed and all attacks that originate from the water count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you gain limited control over all water. You learn the Shape Water cantrip and can use it as a bonus action.

Flowing River Dance

11th-level Way of the Tranquil Tide feature

You learn to move in perfect harmony with your blessed water. If your blessed water occupies your space, your walking speed increases by an additional 20 feet.

Additionally, you gain the ability to stand on liquids without falling.

Sacred Tsunami

17th-level Way of the Tranquil Tide feature

Your mastery over water has given you the ability to swell your blessed water with the fury of a tsunami. As an action, you summon a tidal wave originating from your blessed water that is 50 feet long, 15 feet wide, and 10 feet tall. Each creature within that area must succeed a Dexterity saving throw. On a failure, a creature takes bludgeoning damage equal to four rolls of your martial arts die + your Wisdom modifier and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone.

Once you use this ability, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.

Artwork by Chengwei Pan and Laura Rovinsky
Subclass by CryptidPeanut | Version 2.0

 

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