Way of the Intercepting Fist V 1.3

Said to be the creation of a martial artist displeased with the traditional schools of Martial Arts due to their ridgitity, the Way of the Intercepting Fist is as much a mindset as a fighting style. Choosing to take combat at a more defensive and reactive pace, those who practice this style shine when counter attacking foes. Waiting until just before a target strikes, masters of this style are said to be able to emerge victorious and unharmed from battles, with their oponents unable to even attack at all.

Deflect Strikes

Beginning at 3rd level when choosing this tradition, your training has allowed you to develop the ability to read small cues and the intent of opponents, allowing you to potentially stop an attack before it even begins.

You can use your reaction to deflect or stop a melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you may counterattack with an unarmed strike or melee monk weapon as part of the same reaction.

If you have the Extra Attack feature from the monk or any other class, you may counter attack twice. If you have the Two Weapon Fighting style from another class, you may use its abilities as normal.

Alternatively, you may make a Shove or Grapple attempt with these counter attacks.

Flow like water

Starting at 3rd level, you’ve honed your awareness and reflexes through repetition and muscle memory.

You can take a number of additional reactions each round equal to your Dexterity modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first.

In addition, whenever you make an Dexterity save, you can spend 1 ki point to gain advantage on the roll.

At 11th level, these reactions become second nature to you, and you no longer need to spend Ki points to spend Ki points to use them.

Fill the Teapot

Starting at 6th level, you become more fluid in your thinking and gain a new understanding of your opponents. This understanding allows you to learn things about your opponent and potentially discover their weaknesses.

As a bonus action, you can select a target you are aware of that isn’t incapacitated and make a Wisdom (Insight), contested by the target's Charisma (Deception) check. If your Ki save DC is higher than your Insight roll, you may use that total instead.

On a failure, you learn two aspects about the target of your choice:

Creature Type

Armor Class

Senses

A piece of its history or one of its personality traits, if it has any.

If its hit points are at or below one of these thresholds: 100%, 75%, 50%, or 25% of their hit point maximum.

If their hit point maximum has been reduced in any way. You do not determine the cause of this change, only that it has happened.

Damage Vulnerabilities

Damage Resistances

Damage Immunities

Condition Immunities

You know if the target succeeded or failed on their saving throw. Upon reaching 11th level, if the target fails their saving throw, you can choose three aspects to learn. This increases to four aspects at 17th level.

Alternatively you may use this feature without a check if you spend at least 1 minute observing or interacting with the target outside of combat.

Become the Teapot

Beginning at 11th level, your training has allowed you to empty your mind and adapt to any situation in combat.

If a target misses you with an attack, you can immediately use your reaction to perform one of the following:

Counter Attack. You may make a melee or ranged attack against that target with advantage. If they are within melee range, you may use your Extra Attack feature with this ability.

Redirect Attack. You may cause the attack to hit one target of your choice, other than the attacker, that you are aware of within 5 feet of you. If the attack has the Reach property, you may select a target 10 ft away. If the target used a ranged attack with ammunution, you may use your Deflect Missles feature as well as any ranged weapon you have and are proficient with.

Joint Lock. If the attacking creature is within melee range, you may attempt to Shove or Grapple them with advantage.

Crashing Water Barrage

Upon reaching 17th level, you’ve fully embraced the ideals of your training and learn to overwhelm opponents like crashing water.

Whenever you hit a single target with three or more attacks in one round, you can spend 3 ki points to force the creature to make a Constitution saving throw against your Ki save DC.

On a failure, the creature suffers the following effects for 1 minute or until they regain hit points in any way.