Way of Eternal Conflict

Monks of the Way of Eternal Conflict believe that war, struggle, and conflict are not only inevitable, but serve to strengthen all those who engage in them. To this end, these monks undergo harsh physical and psychological trials, continuously pushing their bodies to their limits. Monks of this tradition can often be found engaged in whatever battle they happen across, whether it be for honing their skills, or simply for enjoyment. Despite their beliefs, however, these monks aren't usually inclined to be the instigators for violence, as they need simply find it.

Martial Prowess

Starting when you choose this tradition at 3rd level, you can use your knowledge of combat to minimize the damage you take from attacks. While you benefit from unarmored defense, when you are hit by a melee attack, you can use your reaction to reduce the damage you take from that attack by an amount equal to your Martial Arts die (1d4 at 3rd, 1d6 at 6th, 1d8 at 11th, 1d10 at 17th).

As part of the same reaction, you can spend 1 Ki point to reduce the damage of up to 2 more melee attacks until the beginning of your next turn.

Image Credits ArtStation - Ronin, Joakim Ericsson

Disciple of Pain

At 6th level, severe injury becomes a tool to strengthen your focus and resolve. While you benefit from unarmored defense and have less than half of your total hit points, you can spend a number of Ki points to receive a bonus to your armor class and attack rolls.

The maximum number of Ki points you can spend, and the maximum bonus this feature can provide, are both equal to your Proficiency bonus. This bonus lasts for 1 minute, or until you have more than half your total hit points.

Leaf on the Wind

At 11th level, your intimacy with your enemies’ movements allows you to act with supernatural grace and speed on the battlefield. You can now move through a hostile creature’s space, regardless of their size, and any opportunity attacks you provoke after moving through another creature’s space are made at disadvantage.

Anguish of Folly

At 17th level, your knowledge of combat extends beyond physical attacks, into the psychological. When an attack made against you misses, you can use your reaction to spend 2 Ki points and have your attacker make a Wisdom saving throw. On a failed save, the attacker’s AC is reduced by 1d4 until the end of its next turn. The attacker repeats this saving throw at the beginning of its turn.

The target has advantage on the saving throw if it has resistance psychic damage, and automatically succeeds if it is immune to psychic damage.