Way of Closed Fist

*A frail merchant is attacked by several bandits. The good open hand monk defends the merchant because it is the duty of the strong to defend the weak, this brings mankind as a whole closer to the perfect form. The evil open hand monk attacks the bandits because they lack the foresight to realize that they are farther along the path to the perfect form, and do nothing but drag mankind back by attacking their peers. The good closed fist monk defends the merchant only if he has the guts to defend himself without knowing the monk will intervene, the weak cannot be coddled, but one brave enough to fight an unwinnable battle might be salvaged. The evil closed fist monk fights alongside the bandits, killing the merchant in the process if possible, and then kills the bandits as well to prove his superiority over both parties.*

## ***3rd Level:***

### ***Closed Fist Technique***

Starting when you choose this tradition at 3rd level, you can warp and twist your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your flurry of blows, you can impose one of the following Effects on that target:

* It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

* It cannot take the dash, disengage, or hide actions until the end of your next turn.

* It must make a strength saving throw or be pushed 10ft in a direction of your choice.

## ***6th Level:***

### ***Strength of Body***

At 6th level, you learn to draw on the natural energies of mastery and violence, absorbing the essence of powerful blows into your ki pool and counteracting them with adamantine skin. During combat, whenever a creature critically hits you with a melee attack that deals bludgeoning, piercing, or slashing damage you may use your reaction to absorb the blow, gaining 1 ki point if you are conscious after the blow lands. As a part of this same reaction, you may choose to expend a ki point to turn that critical strike into a normal strike.

In addition, you are now numb to all pain.

## ***11th Level:***

### ***Stunning Strike***

Starting at 11th level, you can interfere with the flow of ki in an opponent's body. Once on each of your turns when you hit another creature with an unarmed strike, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a constitution saving throw or be stunned until the end of your next turn.

## ***17th Level:***

### ***Anything But Defeat***

At 17th level, your unrelenting power and hatred of weakness reaches its peak. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and if it is within your reach, make one unarmed attack against it. You make this attack with advantage. If the attack hits, the creature takes an extra 6d12 damage and must make a strength saving throw or be knocked 30ft away from you and prone. If this attack kills its target you regain 1 hit point. Otherwise, you fall unconscious and make death saving throws as normal, or die if you would have been killed outright.

Once you use this feature it cannot be used again until your next long rest.