Base Class: Monk
Cold, distant, unfeeling. These traits are sometimes associated with monks, but those following the Tradition of the Numb Spirit take them to an entirely different level. These monks sever most ties to their emotions and other senses of feeling in order to escape the pain they’ve experienced in the world. They also use this disconnect to their advantage in battle, using their limbs as clubs to assault their enemies, caring little of the damage they inflict on their own bodies.
Monks of the Numb Spirit wish to distance themselves from the emotions and their physical selves, often to their own detriment. However, this disconnect makes them powerful adversaries when they set their mind to any specific task or the downfall of others.
Unfeeling Fists
Starting when you choose this tradition at 3rd level, you gain the ability to strike with a reckless force that other combatants would find unbearably painful. When you perform your Flurry of Blows, the two unarmed attacks you perform as your bonus action deal two of your martial arts dice in damage instead of one. After the damage is calculated with each hit, choose one of the two dice you rolled for damage. You take bludgeoning damage equal to the number on the die. This damage ignores resistance and immunity and cannot be reduced in any way.
Unfeeling Body
At 6th level, you gain the ability to ignore certain types of damage in the heat of combat. As a bonus action, you may spend one ki point in order to gain resistance to one type of damage for 1 minute. Choose one of the following damage types: Bludgeoning, piercing, slashing, fire, cold, or force. You may only gain resistance to a single damage type at a time.
Unfeeling Mind
At 11th level, you gain mastery over your mind and subsequently, your body. You no longer need to sleep and can gain the benefits of a long rest while performing light activity for the duration of the rest. You may still take watch for only 2 hours of a long rest.
Additionally, you gain the ability to ignore the effects of extremely cold and hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
Finally, you can ignore the effects of the first level of exhaustion. All other stages of exhaustion still effect you in the same way.
Unfeeling Self
At 17th level, you gain the ability to completely ignore your surroundings. As a bonus action, you become immune to all damage until the end of your next turn. You regain use of this feature after a long rest.







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