Way of the rushing tide

Monks of the Rushing Tide are flexible, sensible, and always flow with the world around them— for they have learned to manifest and control water and ice that is powerful enough to both destroy and restore life.

Extreme Current
Starting when you choose this tradition at 3rd level, you’ve modeled your martial arts to have the fluidity and power of a rushing tide.

Once per turn (or twice, if you’re using Flurry of Blows) you can move 5 feet immediately before or after you make an unarmed strike. If you hit, you move the target 10 feet in the same direction that you moved. If the creature is willing, you can forgo the unarmed strike and move the target 10 feet in the same direction that you moved.

You also learn the ray of frost and shape water cantrip.

At 6th level, you have figured out a way to use water to heal and give back power to the wounded ones. As a bonus action you can touch a creature (can be yourself) and surround the wounds that they have with a layer of healing water. The target heals for hitpoints equal to your monk level. You must finish a long rest before you can use this feature again.

You also gain resistance to cold damage.

Shattering Sea
Beginning at 11th level, you have mastered the destructive power of water. You gain the following ability:

  • Freeze Snap.* As an action, you may spend 1 ki to lower the temperature and chill a creature within 30 feet of you. The creature must succeed a constitution saving throw or be under the effects of the slow spell until the end of its next turn. Creature that are immune to cold damage are immune to this effect. The creature may make another constitution save at the end of its turn to end the effect. If you use this feature on a creature that is already under this effect, they are paralyzed until they make their save. If you use this feature on a creature that is already paralyzed by this feature, they are petrified.
    Control Water. As an action, you may spend 2 ki points to gain control of the water around you at an astonishing power. You cast the control water with a casting time of 1 minute.

Innate Prison
At 17th level, you perfected the flow of power from within, allowing you to fully manipulate the flow of power from another person. When you hit a creature with an unarmed strike, you can spend 3 ki points to you cast the spell imprisonment without consuming any material component.

You may only choose the following form of imprisonment: You choose to lock the creature’s ki, sealing their soul in their body without giving it connection. The creature is incapacitated, and their speed is zero, as their body is perpetually tensed. The creature is aware of its surroundings but is effectively in a vegetative state.

Way of the rushing tide

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