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Way of the Punished Fools

Monastic Tradition

Your body and mind are calmly awaiting the opponent's attack. You have trained to recognize your enemies' movements, making you confident in your own well-being, and allowing you to use their overzealousness to your advantage.

The Right Moment

Starting when you choose this tradition at 3rd level, you learn to use your reactions in more efficient ways.

Endure the Hardships

Starting at 6th level, as a bonus action, you can roll one of your hit dice to restore that many hit points to yourself.

When you or a friendly creature next to you is reduced to 0 hit points, as a reaction, you can spend 1 Ki point and roll one of your hit dice to restore that many hit points to that creature. If you do, the creature is not considered to have been at 0 hit points inbetween receiving damage and being healed.

Awareness

Also starting at 6th level, you have superior focus on the world around you, and the beings within. Up to one time per turn, you can choose to use an additional reaction after you already used up your regular one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Fortress of the Wary

Starting at 11th level, attack rolls against you have disadvantage as long as you still have your reaction for the turn (imposing disadvantage in this way does not expend your reaction).

Preparing for Tomorrow

Also starting at 11th level, you can enter a special meditation in preparation for coming challenges. At the end of a long rest, you gain the effect of the Enhance Ability spell with an option of your choice that lasts until the start of your next long rest (the spell can end early as normal).

Time is Relative

Starting at 17th level, you can use your action, bonus action, and movement action any time you could use a free action (but not more often than normal). You can break up your movement across multiple turns this way.