You are the master of an ancient martial art that draws on four separate katas of skill to create one unified discipline.
Subclass Features
As a Monk of the Two Tigers, you gain the following features.
1Monastic Mantras
Add the following four mantras to your list of mantra options:
Adamant Kata
By hardening your muscles, you can create strikes that pierce steel. At the beginning of your turn, you may choose to activate this mantra. If you do, until the beginning of your next turn, whenever you make an unarmed strike against a creature wearing medium or heavy armor, or a creature with natural armor, you gain a +2 bonus to the attack roll.
Greater Adamant Kata: At 5th level, gain a +3 bonus.
Superior Adamant Kata: At 9th level, gain a +4 bonus, and you ignore all damage resistance or reduction.
Flame Kata
By focusing your energy, you can move in such a way that nothing can stop you. At the beginning of your turn, you may choose to activate this mantra. If you do, until the beginning of your next turn, your movement speed increases by 10ft and you don't provoke attacks of opportunity until the end of your turn.
Greater Flame Kata: At 5th level, your movement speed increases by 15ft.
Superior Flame Kata: At 9th level, your movement speed increases by 20ft, and your first unarmed strike deals 1d4 extra damage for every 5ft you have moved on the same turn before it.
Redirection Kata
By controlling the flow of force within an opponent's attack, you can throw them wildly off course. At the beginning of your turn, you may choose to activate this mantra. If you do, the next attack that targets you gains disadvantage, and if the attack fails you can move them to a space within 5ft of you if they are Large or smaller.
Greater Redirection Kata: At 5th level, the effect triggers if the rolled number is 10 or less.
Superior Redirection Kata: At 9th level, the effect triggers if the rolled number is 15 or less, and you may knock the creature prone if they fail in their attack.
Water Kata
By going limp at the point of impact, you can disperse the damage an attack might deal to you. At the beginning of your turn, you may choose to activate this mantra. If you do, choose one of piercing, bludgeoning, or slashing damage. Gain resistance to that damage until the beginning of your next turn.
Greater Water Kata: At 5th level, choose two.
Superior Water Kata: At 9th level, choose three, and gain immunity if you choose the same one twice.
3 Further Techniques
You gain access to the following reactions, each of which can only be performed while their associated Mantra is active and require 2 ki point to perform.
Indestructible (Adamant)
As a reaction, you may harden your skin by tensing your muscles, reducing the chance of a blow hitting home. As a reaction to an attack, you may increase your AC to 5 for that attack alone.
Phantom Pace (Flame)
As a reaction, you may sidestep a blow so quickly you leave an afterimage. You may impose disadvantage on an attack roll against you. If this would cause the attack to miss, gain advantage on your next attack against the attacker.
Flowing Edge (Redirection)
As a reaction, you may knock away an attack against you, causing it to go off course. Roll 1d10+your Dexterity modifier+your monk level. The next successful attack against you reduces it's damage by that much, and if the damage is reduced to 0 you may deal that much damage to another enemy within 30ft by reflecting the projectile, which they can avoid with a successful Dexterity saving throw.
Jellyfish Hold (Water)
As a reaction, you may turn a failed blow by your opponent into a great opportunity for yourself. The next time an opponent fails an attack against you, you may roll a Grappling check as a reaction. On a success, the opponent is grappled by you.
6 Favored Kata
Choose one of Adamant, Fire, Redirection, or Water. The chosen Mantra can now be activated without spending a ki point.
6 Dual Techniques
You gain access to the following abilities, which cost 2 ki and an action to activate and require both Katas to be active to perform.
Flashing Steel (Adamant+Flame)
A lightning fast blow that powers itself with momentum. As part of this action, make an unarmed strike against a creature within your movement speed range. For every 10ft away the target is, roll an additional damage dice.
Flickering Flame (Flame+Redirection)
A strange form of footwork that propels and strikes as one. As part of this action, move up to your movement speed. You may make an unarmed strike against every creature that you come within 5ft of, however you may not attack the same creature more than once.
Swimming Swallow (Redirection+Water)
An endless flow of unpredictable blows. As part of this action, take the attack action against a creature in range. Until the beginning of your next turn, you may make two unarmed strikes as a bonus action, and you may spend your reaction to make two unarmed strikes.
Change of Scenery (Water+Adamant)
A simple grapple into a brutally powerful throw. As part of this action, if you aren't already grappling a creature, make a grapple check against a creature within range. If the grapple check is successful or you are already grappling a creature, throw the grappled creature to any point within 30ft, knocking them prone and dealing damage equal to an unarmed strike.
10 Secret Technique
You learn the final secret technique of the Two Tigers style, a formless counter that lets you reflect an attack entirely with massive force.
Demonsbane
As a free action when an attack successfully hits you and you have all 4 Katas active, you may spend 5 ki points to make a Wisdom check at DC10. On a failure, you take the attack damage as normal. On a success, you take no damage from the attack, and the attacker takes triple the damage they would have dealt you.