Monastic Tradition: Way of The Immortal

This world has seen it's fair share of the old and the wise. You have chosen this path to join them. However, you are different. You are not this way because you were born like this, or because you were blessed, you trained to become this. Through years of rigorous mental discipline, and focused physical regimen, you have learned to move your body much in the same way that time moves the universe. You are seemingly young forever, yet you have never felt older. Space and time move around you, but you merely plant your feet into the ground, and watch it swirl around you. You, are an immortal.

The darker half However, being one of long life is not without it's consequences. You know that immortality is a practice normallly used only by those familiar with the dark arts. People may be welcome to a sage being such as yourself, or they may choose to scorn you, and seek to destroy that which they do not know. Discuss with your DM to determine whether immortal beings are a blessing in their realm, or a curse.

Flowing Body

When you take this tradition at 3rd level, you gain two abilities that affect your body:

1. Age Shaping. By seeing that which others cannot, you are able to mold your soul and body into forms that please other people. When you take this tradition at 3rd level, you may focus on your body to cast the Disguise Self spell that lasts until you take a long rest. You can change yourself to either look older or younger. You cannot change your clothing or equipment, and you cannot change what race you appear to be. Apart from that, all the same rules of the spell apply.

2. Eternal Life. Your training has also allowed you to prolong your own life. Your life-span has now multiplied 10-fold to what another of your race would normally have. As well, your body will mold to fit the new spectrum of age that you have taken, to a point (i.e. if you are a human that is 70 years old, your lifespan increases to 800-1000, and you would take on the appearance of a young adult).

Otherworldly Mind

You have learned to expand your mind to the limits of the physical plane by opening your third eye fully. At 6th level, you get +1 to both Wisdom and Intelligence. Your max for these stats become 22. Also, you gain proficiency in the History skill, if you do not already have it.

Aged Warrior

You have learned that while all living things have a flow of energy, you know that there are also spots where the energy is weakend. You can exploit these weakened areas with deadly precision. Starting at 11th Level, when you hit with an unarmed strike, you may use 1 Ki point in order to add your wisdom modifier to the damage, in addition to other abilities. As well, you also gain the ability to absorb the energy of others to help preserve yourself. If you kill an enemy with an unarmed strike, you may choose to regain 2 ki points. Once you use this second feature, you cannot use it again until you finish a short or long rest.

Mortal Blow

As you have aged well, others have not been so lucky. You are able to exploit the weakness of your mortal enemies, to a point where they may never be the same. Once you reach the 17th level, The next time you hit an unarmed strike, you may spend up to 5 ki points to fill their body with a deadly energy. The enemy must then make a Constitution Saving throw. On a failed save, for each Ki point spent, they will gain one level of exhaustion. If the enemy is below half of their HP, and you inflict 5 levels, they fall deathly ill with a sickness that can only be cured through miraculous means (i.e. use of the Wish spell, through an incredibly rare magical healing item, or another method specified by the DM). On a successful save, they will recieve half as many levels inflicted, rounded down.

An enemy creature cannot recieve more than 5 levels of exhaustion from this attack.