Way of the Iron Bison

In most warrior monasteries, the training a monk receives focuses on the ability to take down a foe through sheer, blindingly fast, unmatched offensive skill. Undoubtedly a potent fighting style, this tradition has been passed down through generations of warrior monks. However, the safety of this tradition is not owed solely to the practitioners of that style of combat. All people, even warrior monks, need protectors, and at many monasteries, those protectors come in the form of the unwavering walkers of the Way of the Iron Bison. Only the monks of the most stalwart mind and body are chosen to train under this tradition, to become immovable defenders on the battlefield. Iron Bison training teaches a monk to have a body that doesn't move, a presence that imposes, and a soul that endures.

Immovable Object

When you choose this archetype at 3rd level, you can channel your Ki into the ground beneath you, causing your presence to be unyielding on the battlefield. Whenever you take the Dodge action on your turn, you cannot be moved, pushed, or knocked prone against your will, even if magically compelled to do so.

Sturdy Form

The path of the Iron Bison is one that requires a more enduring body than other monks. Also at 3rd level, you gain 3 extra hit points, and then an extra hit point for every level you take in the Monk class.

Imposing Presence

At 6th level, you learn to draw the attention of your foes in combat, protecting your allies from harm. When you hit a creature with a melee weapon attack, you can choose to mark the target. A target marked by you must succeed on a Wisdom saving throw or, until the end of your next turn suffer disadvantage on attack rolls against any creature other than you, or another creature that has marked it with this same ability.

Unshakable Movement

In order to properly protect your allies, you must be in a physical position to do so, thus, to an Iron Bison Monk, getting to a location is just as important at staying there. At 11th Level, nonmagical difficult terrain no longer costs you extra movement.

Unwavering Endurance

By 11th level, you have idealized the mantra of mind over matter. Whenever you would be hit by an attack, you can use your reaction and 3 ki points to make a Constitution saving throw with a DC equal to half the damage the attack would deal (excluding any bonuses such as Hex or a Solar's Divine Weapons). On a success, you take no damage from the attack. On a failure, you take half damage.

Ever Ready

At 17th Level , you have perfected the art of endurance. When you use your bonus action for one of the effects granted by your Ki feature, you may choose two of these options as long as one of them is Patient Defense.