Way of Rigor

Monks of the Way of Rigor keep a superior focus while in combat. They learn to strike in exact positions, aiming precisely at a target's weak points. A rigorous monk may be disciplined, sometimes too much in the eyes of people who do not follow the Way of Rigor. Depending on your personality, you may barely tolerate foolishness in serious situations.

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency with one martial weapon of your choice. You can use your Martial Arts damage die for the damage rolls you make with this weapon.

Variant Rule: Weapon Flurry Your DM may allow you to reflavor how you fight with your monk features. When you make additional attacks with your Martial Arts and Flurry of Blows class features, you can instead use a weapon instead of an unarmed strike. The damage type changes to the weapon's damage type, but you must use your Martial Arts damage die for the damage rolls. This weapon must be a monk weapon that does not have the heavy property, or a finesse melee weapon. Also, any bonuses to the weapon's attack rolls do not apply unless it applies to your unarmed strikes, even if it is a magic weapon.

Target Insight

Starting at 3rd level, you learn to be insightful about your opponent's weaknesses. You gain proficiency in Insight if you are not already, and your proficiency bonus is doubled for any Insight check you make.

As a bonus action on your turn, you can make a Wisdom (Insight) check against a target creature that you can see within 60 feet of you. If you roll higher than 10 + the creature's challenge rating (CR, at least one, increases by 1 for every 2 CR above 10), you know two qualities of your choice from the creature's AC, hit point maximum, any resistances, immunities or vulnerabilities, or any flaws that may lead to an advantage in the encounter.

You additionally gain advantage on your next attack roll against that creature if you succeed on the ability check.

Fighting Style: Advantage Fighting

Additionally at 3rd level, you gain a +1 bonus to weapon attack and damage rolls you make with monk weapons, unarmed strikes, and finesse melee weapons you are proficient with. This feature is considered a fighting style, and does not stack with other fighting styles, but does not prevent you from simultaneously using two or more fighting styles of similar natures. For example, if you use Great Weapon Fighting to reroll a damage roll that benefits from Advantage Fighting, the new roll does not benefit from Advantage Fighting.

Precision Strikes

At 6th level, when you make an attack roll and fail, you can spend 1 ki point to reroll it once and use the second result. If you do this with an attack you made with advantage, you instead gain a +1 bonus to the roll. If you do this with an attack you made with disadvantage, you instead use the first roll and gain a +1 bonus to the roll.

Additionally, when you take the Attack action on your turn, you can spend 1 ki point so you can reroll any damage roll once per attack each for up to two weapon attacks you make before the start of your next turn. When you do this, your weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Improved Critical

Starting at 11th level, your weapon attacks score a critical hit on a roll of 19-20. This only applies to weapon attacks you make with monk weapons, unarmed strikes, and finesse melee weapons you are proficient with.

Superior Critical

When you reach 17th level, your weapon attacks score a critical hit on a roll of 18-20. This only applies to weapon attacks you make with monk weapons, unarmed strikes, and finesse melee weapons you are proficient with.

Multiclassing Variant Rules Your DM may use the following variant rules to prevent multiclass powerbuilding. The following rules are meant to keep additional class options from Unearthed Arcana, the DMs Guild, official D&D installments, or other customizations from giving superior benefits against players who follow the original possibilities from the Player's Handbook.

Expertise. The maximum number of skill, tool, and other proficiencies that benefit from double proficiency is three at 1st level, four at 4th level, five at 7th level, and six at 10th level and higher. If you gain more than the maximum number of proficiencies before you reach the next available level, you gain that benefit when you reach the available level for which you gain double proficiency. Race bonuses have priority over which proficiencies gain the benefit and which must wait for the next available level.