Way Of The Pacifist

Monks who take this path seek understanding and peace before violence and only see combat as a means to an end or a way to defend those they love. They focus their craft in non lethal take downs valuing every life.

Taijutsu Mastery

Starting at third level when you make a grapple check you may choose to either make an Acrobatics or an Athletics check. When you use your attack action to attempt to grapple a creature you may still use your flurry of blows feature.

You may use your opportunity attack to attempt to grapple a creature. You may use your opportunity attack to attempt to trip a creature, they must make a stregnth saving throw or fall prone.

Redirecting Strike

Starting at third level you can use a ki point and a bonus action to move an enemy that is in motion or was in motion during their last turn past you and possibly into obstacles or other enemies. Make an acrobatics or an athletics check against the enemys acrobatics check if you succeed the opponent is flung 5 feet in the direction they were previously moving. If that space is completely unoccupied they fall prone if that space holds a creature or an obstacle any creature involved in the collison takes 1d6 bludgeoning damage and any other effects the DM deems appropriate may occur, such as falling into a vat of hot oil causing fire damage.

Disarming Defense

Beggining at 6th level when an opponent makes a melee attack directed at an ally within 5 feet of you, you may spend 1 ki point to impose disadvantage. If the opponent misses they also drop the weapon they are using.

Prepare For Battle

Starting at 11th level you may spend 15 minutes doing a number of exercises and stretches that help you mentally and physically prepare for combat. This May be apart of a short or long rest. When you do so you gain the following benefits:

You cannot be surprised.

You gain temporary hitpoints equal to your monk level.

You gain the ability to use two reactions per round in your next combat only.

Master's Wisdom

At 17th level you gain the ability to redirect magic just as well as normal attacks. When a spell attack is cast at a different creature and must go past you, is directed at you, or is cast by an enemy within 5 ft of you, you may use an action to redirect the spell attack to a target of your choosing other than the caster.