Monastic Tradition:
Pride Defender
Monks of the Pride Defender tradition are martial warriors whose devotion to their principles and values is so intense that it allows them to tap into the world's life energy, channeling it into devastating forms of combat. Their pride is not just a personal trait, but a source of power. With an unshakable connection to it, these monks can unleash their inner strength explosively, becoming true avatars of their conviction. Their fighting style is fierce and aggressive, marked by precise and intense movements. They fight with relentless determination, willing to give their everything in every fight, whether to protect those they care about, defend their own honor, or prove their unmatched strength. For the Pride Defenders, each strike is a manifestation of their unbreakable will, and every battle is an opportunity to show that they don’t just fight for themselves, but for everything they believe in.
Starting when you choose this tradition at 3rd level, you set aside natural knowledge to focus solely on your own fortitude. Your unarmored defense is now calculated using your CONSTITUTION modifier instead of WISDOM. Additionally, for all class features that require WISDOM, you may choose to use your CHARISMA modifier instead. Furthermore, your confidence in your abilities ensures that you can enter the state of Unrestrained Pride using your bonus action, letting aside all worry of injury. When you do so, your AC is reduced by an amount equal to your CHARISMA modifier (minimum of 1), but you gain the following benefits: Every non-spell attack deals additional damage equal to your CHARISMA modifier. Your movement speed increases by 10 feet. If you reduce a creature to 0 hit points while this state is active, you can immediately make an additional unarmed melee attack as part of the same action against a creature within range. The effect lasts until the end of your next turn, but you can extend it for an additional number of turns up to your CHARISMA modifier, receiving an additional -1 AC penalty for each extended turn. Once you stop using this state, you cannot re-enter it for 2 turns. You can use this ability a number of times equal to your CHARISMA modifier (minimum of 1), and all uses are restored after a short or long rest. As your confidence and inner power grow, you become capable of channeling the overflowing energy of your own ki to become a more versatile attacker. At 6th level, you gain the following features: Ki Strike: You can spend 1 ki point to make a ranged attack with a range of 30 feet, releasing a portion of your pure ki. The attack is considered a ranged unarmed strike, dealing force damage. These energy spheres use your CHARISMA modifier for attack and damage rolls. Upon hitting an enemy or an object, it explodes in a 5-foot radius, and any object or enemy within that distance takes half the damage of the attack if your attack roll surpasses their AC. Ki Barrage: You can use your action to cause a rain of energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your CHARISMA modifier). On a failure, they take the damage of two unarmed strikes plus your CHARISMA modifier in force damage. On a success, they take half damage. The barrage consumes 2 ki points. Additionally, you gain the following improvements: If you are not surprised, the first time you activate Unrestrained Pride, you do not need to use a bonus action to do so. If you reduce a creature to 0 hit points while in this state, the additional attack you make can be any type of attack, not just an unarmed melee strike.Ferocious assaultant
Explosive Power

Indomitable Pride
Not even death can take you for long, and the more you are driven to your unavoidable end, the more you fight to prove yourself.
Starting at 11th level, while your hit points are below one-third of your maximum, all attacks you make deal extra damage equal to half (rounded up) of your proficiency bonus. Additionally, when you are reduced to 0 hit points, you can activate Last Breath. You may use your reaction to spend half of your Ki points (having a minimum of two) to restore yourself to a third minus 1 of your total hit points. After using Last Breath you can immediately make an unarmed strike as part of the same reaction.
Unrestrained Pride also receives the following improvement:
- The extra damage that uses your CHARISMA modifier provided by Unrestrained Pride is doubled.
The Final Flash
At 17th level, you can unleash all the overflowing energy from your body in a devastating attack, channeling your pride in its purest form.
You can use your action to begin charging your ultimate attack, the final flash that your enemies will witness before oblivion. You can spend 7 ki points to focus on releasing this ultimate ability. The attack can be unleashed in one of the following ways:
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A 100-foot radius circle
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A 150-foot long, 30-foot wide straight line
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Another shape fitting these dimensions, always emerging from your body and decided alongside your DM.
You can choose to concentrate for a minimum of 2 turns to release this attack, up to a maximum of 4 turns, after which you have to unleash it or be destroyed by its energy. You may choose to change the attack's direction, not shape, once the first two turns have elapsed. While concentrating, you cannot take any other action, bonus action, or movement, but you gain a bonus to your AC equal to your CHARISMA modifier and have advantage on concentration saving throws.
Once you decide to unleash the attack, all creatures and objects within the range chosen must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your CHARISMA modifier). On a failed save, they take the full accumulated damage from the Final Flash. On a successful save, they take half damage. The damage after the first two turns is 20 + 5d10. For every additional turn after the first two spent charging, you can spend 3 additional ki points to increase the damage by 20 + 5d10 per turn. A creature that fails the saving throw but survives is pushed 30 feet in the direction of the blast if it is medium, or 15 feet if large. Creatures that succeed on the saving throw are not pushed. The damage type of the blast is force damage.
If your concentration is broken, you are forced to release an incomplete version of the Final Flash, dealing only the Dice gained from accumulated damage.
Once you unleash this attack, you cannot use it again and suffer one level of exhaustion until your next long rest. Additionally, you gain the following improvements:
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Improved Ki Blast: The energy sphere launched with Ki Blast can now be charged with additional energy. You can spend 1 ki point to increase its damage by an extra 1d10. This cannot be done more than once. Additionally, the explosion radius affecting nearby enemies and objects expands to 10 feet.
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Improved Ki Barrage: The energy barrage from Ki Barrage becomes even more devastating. You can spend 2 additional ki point to increase the damage by 2d6, you can do this twice. Additionally, the barrage now expands to a 20-foot cone. Enemies within 5 feet of the center of the cone must make the DEXTERITY saving throw with disadvantage.
Credit
Art credit belongs to @lore_dnd in VKontakte Created by u/SttexOG