Back to killing demons and devils in DnD!
You follow a warrior of renown, know for protecting the innocent and leading his clan. You have studied at the feet of masters of his clan and emerged as a top student. You are now learning techniques and receiving gifts that only the most prestigious of demon and evil slayers are granted.
Liquor of the Gods
Starting when you choose this tradition at 3rd level, you are gifted a flask of the purest ale from heaven. You can drink from the flask or throw a dose at a fiend within 30 feet by spending a ki point. If you drink from the flask, you gain the effects of haste for one turn. If you throw a dose at a fiend, that creature must make a constitution saving throw. On a failure, the fiend is stunned and loses it immunity to non-magic weapons and elemental damage till the end of your next turn. It is a bonus action to throw a dose at a creature but a free action to drink from the flask yourself.
Armor of Heaven
At 6th level, you gain the helm of your master. From now on you gain immunity to critical hits unless the creature has advantage on the attack and scores two critical hits.
Beginning at 11th level, you are gifted Spider Slayer, a +2 fiend slaying katana. This counts as a monk weapon and makes all your attacks, including unarmed ones, count as +2 fiend slaying attacks. When you hit a fiend with any attack while wield the weapon, the fiend takes an extra 3d6 damage unless it succeeds a DC 15 Constitution saving throw or fall prone.
At 17th level, you gain the favor of heaven itself and are gifted champions from heaven. As an action, you may spend up to four ki points. For each ki point spent, you may cast guardian of faith summoning one guardian. These guardians last as normal per the spell.