Water Adept
Starting at 3rd level, your strikes, whether you're on land or in seawater, are now infused with the water around you. When you make a melee weapon attack, you can choose to use cold damage for the damage type.
Arabesque Tile True Punch
Starting at 3rd Level, you can manipulate and control the direction of water in and around your enemy's body. Whenever you hit a creature with one of the attacks granted by your Swift Barrage, 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
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
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, lightning, 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
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 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 modiifer 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.