The Way of Plasticity

After years of rigorously breaking and repairing the very flesh, bone, and sinew of your body through a combination of self-inflicted torture and various inhumane magics, you've done it. Your body is an obscenely malleable, almost rubbery, weapon which you use to enact your will, whatever it may be.

You carve a path across the battlefield through inexplicable stretching, you cover distance with unnatural leaps, and your fists grow into large, dense slabs of unyielding strength.

Rubber Body When you choose this tradition at 3rd level, you learn to maneuver your limbs in unprecedented ways, taking your opponents off guard. You double your proficiency bonus to Dexterity (Acrobatics) skill checks and your melee attacks now have a reach of 5 feet greater than normal. This range increases by 5 feet at levels 11 and 17. Regardless of acquired range, you make attacks of opportunity at a range of 10 feet.

Tensile Coil At 3rd level you gain the ability to calculate your jump distance with Dexterity rather than Strength. You can also spend 1 ki point as a bonus action to wind your lower half into a spring shape and jump three times as far as you normally would. Jumping in this way does not invoke attacks of opportunity. At 11th level, you now have enough mastery over your form to halve all fall damage you take. You also learn to expand your application of this ability to create a suction cup shape from your form, allowing you to root yourself in place on a wall or ceiling for a full round, such as a moment when you would normally fall at the end of your turn due to Unarmed Movement. You can do this a number of times a day equal to your Wisdom modifier.