Way of the Focused Fist (5e Subclass)
From D&D Wiki
Way of the Focused Fist
A tradition chosen by monks who may seek to deeper level of awareness of the world around them, or might be searching for a means to harness and control a deeper power withing them. Either way, with eyes aglow with seemingly supernatural energy, monks who follow the Way of the Focused Fist are both praised and feared for their status as warriors.
- Inner Trance
Starting when you choose this tradition at 3rd level, you have mastered enough control over your mind and body to perceive the world as though it were moving at a snails pace. By spending 2 ki points, you can enter a trance as a bonus action, or spend 1 ki point to enter a trance as an action, which grants the following effects:
- You have advantage on Wisdom ability checks and Dexterity saving throws.
- You do not provoke attacks of opportunity while moving.
- Your unarmed strikes and monk weapons deal +2 damage while entranced. This damage increases to +4 at level 9 and again to +6 at level 16.
Your trance lasts for 1 round per your monk level and it ends early if you are knocked Unconscious, Paralyzed or Stunned. You can also end your trance on your turn as a bonus action.
- Ceaseless Trance
Starting at 6th level, your train of thought cannot be halted, nor can your flow of combat be interrupted so easily. Your trance now lasts for 2 rounds per your monk level and while you are entranced, you can spend 1 ki point to prevent an effect that would cause you to be paralyzed or stunned. Also, if you were to miss an attack roll using an unarmed strike or a monk weapon while entranced, you can spend 2 ki points to re-roll that attack.
- Undying Spirit
Starting at 11th level, your control grants you the ability to continue forward through pain and injury with a calm mind and heart. While entranced, as reaction you may spend 1 or more ki points to gain temporary hit points until your next short or long rest equal to 1d4 + constitution modifier + wisdom modifier. You can increase the damage die by one size for every ki point spent but the total number of temporary hit points can not exceed 15 + half your level.
- Instinctive Flow
Starting at 17th level, your ability to respond to the trance has reached a point where you can enter it almost as easily as you breath, as well as be able to perceive the world as though by a sixth sense. If you have at least half of your ki points when you roll initiative, then you may enter a trance at a cost of 2 ki points. Also, while entranced, you don't suffer disadvantage for fighting an opponent you can't see as if affected by the spell True Seeing. As well you gain the ability to sense the ki of others and gauge their relative strengths or weaknesses from their auras.