Way of the Tide

Push and pull

The Way of the Tide is the way of studying the manner in which the ocean moves, using the still, yet raging nature of the paradoxical sea in order to fuel your strikes.

Monks who follow this path may hail from aquatic lands, such as the Triton or Water Genasi. Or they may simply live adjacent to the ocean, drawing inspiration from its waters, studying the pushing and pulling motions of the tides in order to learn its techniques.

Unlike other paths that manipulate the elements themselves, the Way of the Tide draws inspiration from water, but does not manipulate it directly. Monks who study this path gain unparalleled manipulation over the movement of their foes, able to redirect their energy, whilst simultaneously being able to crash down upon their foes like a tidal wave at the slightest provocation.

In the same way that an earthquake may inspire a tsunami leagues away, a Way of the Tide monk feeds off the same cosmic energy of cause and effect that controls the oceans. As a philosophy, the Way of the Tide values flexibility, patience and power. A follower of this path might seek to move around an obstacle, but will be more than capable of facing it head-on if needed.

Be Like Water

When you choose this tradition at 3rd level, you gain the ability to mimic the fickle, ever-changing nature of water. When you hit a creature with an unarmed strike, you may expend a point of Ki to gain one of the two following effects;

Crashing: On your next turn, the first unarmed strike you hit a creature with deals an additional 2d6 bludgeoning damage. This damage increases to 3d6 at 6th level and 4d6 at 11th level. In addition, the creature must make a Strength saving throw against your Ki save DC or be knocked prone.

On your next turn, the first unarmed strike you hit a creature with deals an additional 2d6 bludgeoning damage. This damage increases to 3d6 at 6th level and 4d6 at 11th level. In addition, the creature must make a Strength saving throw against your Ki save DC or be knocked prone. Stillness: Until the end of your next turn, you reduce all incoming damage by an amount equal to your Wisdom modifier.

When you use this feature, you may not use it again until the end of your next turn. You may use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all expended uses after a short or long rest.

Flow Like The River

Additionally, after you choose this tradition at 3rd level and are missed by a melee attack, you may use your reaction to move both yourself and the attacking creature 10ft. The creature must be no more than a size larger than you, and you must both move in the same direction. This movement does not provoke attacks of opportunity. In addition, the creature takes bludgeoning damage equal to your Wisdom modifier.

If the creature is moved into a hazardous environmental circumstance, such as off the edge of a cliff or into a burning fire, they may make a Dexterity saving throw against your Ki save DC. On a successful saving throw, they will remain adjacent to the hazard, and Flow Like The River will end.

One With The Sea

At 6th level, you may hold your breath for a number of minutes equal to 10 x your Wisdom modifier (a minimum of 1). In addition, you gain a swimming speed equal to double your walking speed.

Also, the damage from your Be Like Water and Flow Like The River features is now considered magical for the purpose of overcoming resistances.

Redirect Energy

At 11th level, when you use your Flow Like The River feature and you move a hostile creature into a space adjacent to another creature, you may spend a point of Ki to force both creatures to make a Dexterity saving throw against your Ki save DC.

You may also force a creature to make this saving throw when you move them adjacent to an environmental object that they might collide against, such as a large rock, wall, table, bookshelf, or other such hazards.

On a failed save, a creature takes bludgeoning damage equal to your Monk level. This does not constitute as a "hazardous environmental circumstance" as detailed in the Flow Like The River feature.

Rolling Wave

At 17th level, when you are missed by a melee attack, you may spend 3 Ki points and your reaction to perform a Rolling Wave strike.

You may use your Flow Like The River feature against that creature if applicable. If the creature is not a valid target for Flow Like The River, the rest of the effects of Rolling Wave still function normally.

That creature must then make a Strength saving throw against your Ki save DC. On a failed save, a creature takes 5d12 bludgeoning damage and is pushed 20ft away from you. On a successful save, the creature takes half damage, and is not pushed. This damage counts as magical for the purpose of overcoming resistances.