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.
- Unexpected Strike: When a creature moves to a field adjacent to you, you can use your reaction and make an unarmed strike against it. When you hit the creature with this attack, the creature's speed becomes 0 for the rest of the turn.
- Counterstrike: When a creature adjacent to you begins to cast a spell, you can use your reaction and spend 1 Ki point in an attempt to interrupt the process. Make a Wisdom check and add your Proficiency. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
- Mirror Movement: When a creature moves in a direction other than towards you, you can use your reaction to follow that creature by moving up to half your movement towards the final position of the creature. Neither movement provokes an opportunity attack from you or that creature.
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.