The Way of the Exhausted Fist

A monk of the exhausted excels in their ability to become more powerful as they are worn down. Combining their concious and unconcious mind, these monks are able to become empowered physically while their mental side deteriorates from fatigue. But, one who truly embodies this monastic tradition will find balance between their physical gain and mental loss.

Exhaustion

At 3rd level, you gain access to exhaustion points that will do different things depending on it's level from 0-100.

You can gain exhastion the following ways | +5 per attack | +5 when attacked and an extra +5 if successful defense | |+5 for every 8 damage taken from an attack|Spend Ki points to increase exhaustion by up to 10 per Ki points to a maximum of 3 as a bonus action|

You can lose exhaustion the following ways | Every minute spent out of combat lowers exhaustion by one | Meditating out of combat will lower exhaustion by 10 per minute, but no other actions can be taken while meditating |Sleeping will set your exhaustion to zero|Spend Ki points to decrease exhaustion by up to 10 per Ki points to a maximum of 3 as a bonus action|

Every 20 exhaustion points will increase your attack by one, but will lower your saving throw rolls by one. Every 25 exhaustion points will increase your damage by a d4 (This increases to a d6 at level 10 and a d8 at level 18), but you will also take a minus one to ac. At 50 exhaustion points, you will impose disadvantage on melee attacks but give advantage to ranged attackers. At 100 exhaustion points, attack rolls of 19 are critical hits and you can reroll two's, but 19's are criticals against you.

Wake up call

At 6th level, you gain 3 reactions to being hit.

Tiresome Attack

You make an attack roll adding only your attack bonus from exhaustion and only deal the damage from exhaustion.

Sleeps Embrace

You gain an extra 5 exhaustion

Wide Awake

You lose 5 exhaustion

Death is simply a long nap

At 11th level, When you are brought below one health, instead of being knocked unconcious, your brought to zero exaustion that you can not regain until stabilized. When in this form you still take death saves, can only move up to half of your movement, and you do not have a bonus action. You must complete a short rest before using this ability again.

Sleeper Attack

At 17th level, you gain special abilities that can be used when at 100 exhaustion. Using these abilities will reset your exhaustion to zero.

Dream Strike

You attack your target with advantage if they are bloodied. On a success, the enemy will then take 3d12 damage.

Tranquil Rest

You go into a state of extreme calm, healing yourself for 4d10 hit points.

Sleeping Sweep

You make an attack on all enemies 10 feet from you, dealing 2d10 damage on a hit.

Spiritual Slumber

You fall into a deep slumber for 1 minute. During this time, you can move up to 12 times your movement, go through walls, and act as if you are under the effect of the spell true sight.