Monk

WAY OF THE KI BLOCKER

You have mastered the flow of ki throughout your body and of others. With your fists you can hit vital parts of your enemy's body through lightning fast jabs weakening their attacks, reducing their defense or preventing them from using their abilities, not with brute force but with extreme precision. Anticipating and avoiding attacks while setting up the best angle to retaliate and then at the right moment quickly hitting ki paths throughout their body and effectively stripping them of their offensive and defensive capabilities.

Precise Jabs

Starting when you choose this subclass at 3rd level, your punches become more precise enabling you to hit your enemy's multiple ki paths and momentarily weakening them for each hit they receive. At every start of a round whenever you hit a creature with an Unarmed Strike you can give the target the following effects by order when you hit:

First Hit ; Its movement speed is now reduced by 10 feet until the end of your next turn.

; Its movement speed is now reduced by 10 feet until the end of your next turn. Second Hit ; It must succeed on a Dexterity saving throw. If it fails you now have advantage on all attack rolls against that creature until the end of its next turn.

; It must succeed on a Dexterity saving throw. If it fails you now have advantage on all attack rolls against that creature until the end of its next turn. Third Hit ; It can't take reactions until the start of your next turn.

; It can't take reactions until the start of your next turn. Fourth Hit; It must succeed on a Constitution saving throw. If it fails it is now under the Paralyzed condition until the end of your next turn. On its turn it can roll for another Constitnution save as a free action. On a success it is no longer paralyzed and can assume its turn.

Imitator

At 6th level, you learn to carefully observe, predict and imitate your opponent's movements and attacks for you to block or avoid. You no longer have to spend a ki point to use Patient Defense and can now use it as a reaction when being attacked in melee, also giving disadvantage to the triggering attack. In addition whenever you are the target of a melee attack that misses, you can move to any space within 5 feet of your attacker effectively avoiding being flanked.

Furthermore if you use Patient Defense this way and you are attacked with a ranged weapon/damaging spell that requires an attack roll the attacker must be within 20 feet from you to impose disadvantage on its attack. If they are farther than 20 feet the attack roll is rolled normally.

Clarifications Precise Jabs: the bulleted list effects starts over in the next round, the following must be applied in order of sequence of hits not by sequence of attacks e.g. 1st attack hits = apply the First Hit condition, 2nd attack doesn't hit = N/A, 3rd attack hits = apply the Second Hit condition and so forth.

Numb

At 11th level, you can attempt to block your own Ki flow throughout your body completely turning off some but not all pain receptors by pressing and pinching certain Ki paths allowing you a unique but highly risky, temporary mode of defense. Whenever you use a bonus action or reaction to use Patient Defense you can spend 2 Ki points to give yourself resistance to magical and non-magical bludgeoning, piercing, slashing, fire, cold, lightning, acid, and force damage for 1 minute. After doing so you no longer have the benefit of the Dodge action and will be unable to use Patient Defense while in this state. In addition, due to blocking your own Ki paths, using abilities that requires them drastically exhausts your body. Whenever you spend a Ki point/points while in this state doubles the Ki points spent. You can only use this a number of times equal to your Wisdom modifier and getting a long rest refreshes the number of times you can use it.

Disable

At 17th level, you now have clear sight of where a creature's Ki flows by the time it uses its extraordinary abilities. You can now make three Unarmed Strikes as a bonus action with your Flurry of Blows, whenever you use it this way it costs 2 Ki points. In addition your Precise Jabs ability gains one more hit effect:

Fifth Hit; It must succeed on a Wisdom saving throw. If it fails, you may choose to disable one of its abilities that you have seen it use. (e.g. An enemy wizard casts a 3rd level spell? You can prevent him from casting another 3rd level spell. A dragon breathes fire at you and your friends? Punch it's throat and stop it from doing that again.) This effect lasts for 1 hour.

Furthermore, every hit you make now with Unarmed Strike reduces the target's Armor Class by 1, and stacks up to 5. This condition lasts until the start of your next turn.