Monk
Base Class: Monk

Kenku monks have a hidden home. They had a monk master many generations ago show some of the grand kenku masters the way of the monk. Since kenku cannot form original thoughts they were able to learn one set of moves and, through practice, mastered it. 
They send people into the world to gather fighting experience and use their technique. If an attack fails the monk will journal everything they can about the attack and response. they will drill and focus on the movement and eventually return to the monk martial art place and show their peers. The peers will further refine the perfect defense to this until it should never miss again.
so on and so forth.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with calligrapher's supplies if you don’t already have it.

Immutable defense

At 3rd level, you overwhelm enemies as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain +2 to Armor Class until the beginning of your next turn.

Perfect Repose

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Stability

Starting at 11th level, you always seem to know the right movement. When you attack a creature on your turn, you are able to spend 2 ki points to give yourself advantage on all attacks this turn.

Ki Mastery

At 17th level, you gain the ability to make a more effective Stunning strike. When a creature you strike with stunning strike, can leave the stunned condition they must make another save vs your spell DC or remain stunned until the end of thier next turn.

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