Monk
Base Class: Monk

Those who follow adhere to the rule of law, use their training to enforce the laws of the land, the divine, or a kingdom, upon those who rebel against it. Granted with knowledge and insight, they seek out the forces of chaos to suppress the anarchy they force on the world.

Monks who follow this tradition usually are part of a monastery which oversees at least some protection of a local town or village. Their ability to see past deceptions and lies bring many monarchs or nobles seeking their services or aid in stopping large scale criminal activity. With the ability to channel their ki into ways of stopping those who would attempt to flee from them, many thieves and charlatans find themselves quickly run out of town or imprisoned when a monk following the way of law steps in.

Arbiter of Truth

When choosing this monastic tradition at 3rd level, you gain proficiency in your choice of Insight or Investigation after spending time studying how to read through lies and seek out clues.

In addition, your presence causes those around you to have difficulty in hiding their intent. You have advantage on any Insight (Wisdom) checks to discern if a creature within 30 feet is lying to you or an ally.

Insight

You gain proficiency in Insight, being able to read through the lies of other creatures.

Investigation

You gain proficiency in Investigation, becoming more adept at being able to seek out clues.

Hindering Blows

Also at 3rd level, your practice in applying pressure with your unarmed strikes allows you to keep your targets within your reach. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, it must make a Strength saving throw or have its speed reduced by 10 feet until the end of its next turn.

Arresting Palm

At 6th level, when you take the Attack action, you can replace one of your attacks with this special attack and force the target to make a Strength saving throw. On a failure, the target is paralyzed for 1 minute. If within the last 24 hours you had previously reduced the creature’s movement speed from your Hindering Blows, you may spend a ki point to give the target disadvantage on the initial saving throw. The target can repeat the saving throw at the end of each of its turns.

You must finish a short or long rest before you can use this attack again.

Arm of the Law

At 11th level, your dedication to enforcing order overcomes all hindrance. Your speed can't be reduced by magical effects, and if you are grappled or restrained you can spend 5 feet of your movement and a ki point to automatically succeed the required escape DC. 

Strike Judgement

At 17th level, your attacks can carry the force of judgement. When you hit a creature that is grappled, incapacitated, paralyzed, stunned, or restrained with an attack, you deal an additional 2d6 psychic damage. You may spend up to 3 ki points to deal an additional 2d6 psychic damage per ki point spent. If you spent 3 ki points and the creature has more than 0 hit points after being dealt the damage from the attack, you may force the target to also make a Charisma saving throw. 

On a failed save, the target is teleported to a demiplane that appears to be an empty room 10 feet in all directions. When creating a demiplane, you can choose to furnish it with a bed, desk, chair, washbasin, and a refilling basket of bland food and water that will sustain a creature for 1 day. If a creature is larger than Medium size, the room adjusts by 10 foot increments to accommodate their size.

Alternatively, you can use an action to use 3 ki points and force a creature within 30 feet of you to make the same saving throw if they are grappled, incapacitated, paralyzed, stunned, or restrained. This action can be used to access any demiplane that you have created with this feature or that you have knowledge of. 

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