Rules scope: This guide uses the legacy Water Genasi from the Elemental Evil Player’s Companion with the 2014 Monk. It does not use the revised MPMM Genasi or the 2024 Monk. Confirm that your DM allows this legacy species and any supplemental subclass options.
A Water Genasi Monk is a campaign-dependent build. The legacy lineage gives Constitution and Wisdom increases, acid resistance, amphibious breathing, a swim speed, and a small set of water-themed spells. The Monk still relies heavily on Dexterity for attacks and defense, so build around the class’s core abilities instead of adding an extra racial Dexterity increase.
Legacy Water Genasi traits
The legacy Genasi share a +2 Constitution increase; Water adds +1 Wisdom, acid resistance, the ability to breathe air and water, and a 30-foot swim speed. Call to the Wave grants the shape water cantrip. Starting at character level 3, it lets you cast create or destroy water once per long rest as a 2nd-level spell, without material components. Constitution is the spellcasting ability for these traits.
The 2nd-level spell can create or destroy up to 20 gallons, or create rain within a 30-foot cube; that rain is not a flood that fills a room. Its practical value depends on the environment. The swim speed and amphibious breathing are the lineage’s most reliable advantages in an aquatic campaign.
Use a legal score spread
The 2014 Monk uses Dexterity for attacks, initiative, and Unarmored Defense. Wisdom also contributes to Unarmored Defense and sets ki save DC. Constitution adds hit points. The legacy Water Genasi’s +1 Wisdom helps with the latter two class features, and its +2 Constitution improves durability; it does not grant a +1 Dexterity increase.
A legal 27-point-buy example before the lineage increases is Dexterity 15, Wisdom 15, Constitution 14, Strength 10, Intelligence 8, and Charisma 8. These scores cost 27 points. After the Water Genasi increases, the character has Dexterity 15, Wisdom 16, and Constitution 16. This gives the build capable defenses and ki DC while leaving room to improve Dexterity through later class features.
The 2014 Monk’s first Ability Score Improvement comes at Monk level 4. From Dexterity 15, one +2 improvement raises Dexterity to 17; it does not make Dexterity 20. Later improvements can raise it further. For example, +1 Dexterity/+1 Wisdom at level 4, then +2 Dexterity at levels 8 and 12, results in Dexterity 20 and Wisdom 17. A feat may replace an Ability Score Improvement only if the campaign uses that optional rule.
Pick a tradition that fits the campaign
Open Hand offers reliable close-range control through Flurry of Blows. Kensei supports weapon-focused play and can grant proficiency with chosen weapons; it is a supplemental option from Xanathar’s Guide to Everything. Way of Mercy, from Tasha’s Cauldron of Everything, can heal allies and harm foes, but those features spend ki. Way of Shadow suits infiltration, though its spells and teleportation have their own ki, action, light, and level requirements. Ask your DM which supplemental books are allowed.
No tradition makes the Water Genasi’s spells free actions. Casting create or destroy water takes an action. The spellcasting action competes with the Attack action that enables the Monk’s Extra Attack and Flurry of Blows. Use a spell when its utility matters more than making attacks that turn.
Progress through Monk levels
At Monk level 2, Ki and Unarmored Movement arrive; the 2014 class’s Martial Arts die is a d6 at level 5 and becomes a d8 at level 11. Extra Attack also arrives at level 5. Evasion and Stillness of Mind arrive at level 7. Unarmored Movement increases by class level, reaching +20 feet at level 10 while you meet its armor and shield restrictions. Check the class table for each feature’s actual level instead of treating the Monk as gaining them all at level 6.
Your swim speed is most valuable when the campaign includes underwater exploration, flooded passages, or aquatic opponents. Apply the underwater combat rules to each attack: a swimming speed changes some melee-attack limits, while ranged weapon attacks have their own range and disadvantage restrictions. Do not assume every enemy moves slowly or every ranged attack automatically fails.
Backgrounds, feats, and roleplay
Sailor can fit a character raised at sea; Hermit can support isolated study; Urban Bounty Hunter can suit a city scout if the DM permits that source. Background proficiencies and features depend on the book and campaign. Crusher supports a Monk who deals bludgeoning damage, Mobile improves repositioning, and Alert helps with initiative under the 2014 feat rules. A feat uses an optional rule and competes with an Ability Score Improvement.
Play the character as a scout, guide, deckhand, healer, or monastery-trained traveler. Amphibious breathing and a swim speed open routes the party might otherwise avoid, while acid resistance helps against a narrower set of threats. These traits are most useful when you coordinate with the group and choose a plan suited to the current encounter.
Official Rules Sources
- Legacy Genasi traits — Elemental Evil Player’s Companion, including Water’s Ability Score Increase, swim speed, and Call to the Wave.
- 2014 Basic Rules: Classes — Monk abilities, feature levels, Ki, and traditions.
- 2014 Basic Rules: Combat — underwater combat rules.
- 2014 Basic Rules: Character Creation — point buy and ability-score increases.
- 2014 Basic Rules: Spells — create or destroy water, casting time, and concentration.
- Tasha’s Cauldron of Everything — Way of Mercy.
- Xanathar’s Guide to Everything — Way of the Kensei.