Base Class: Monk
While many other monks will train with their ki to gain harmony with the world, the Broken Knuckle monks, know the world to be fractured and harsh. They aim not to change the world or become at peace with it, but to survive it and help those close to them survive it too. One distinguishing feature of the Broken Knuckle are the Gauntlets used. Sometimes the Gauntlets will be dramatic and excessive, other times they can simply be reduced to rings welded together, whatever they may be, these Gauntlets are the edge that they have on the world. Combined with years of training to survive and fight, the Broken Knuckle can wield their Gauntlets with a ferocity and coldness near unmatched in the world.
Making Space
When you choose this path, you must undergo a process of making your weapons. These gauntlets become a part of you and are rarely removed, most notably for ceremony. When you don your gauntlets they cannot be removed by any means other than by your choice.
You also gain a bonus to your initiative equal to your wisdom modifier. As well as proficiency with 1 skill of your choice.
When you hit a large or smaller creature you can expend a ki point to push back the target 5 times your proficiency bonus in any horizontal direction. This increases to huge or smaller at level 11, and again to any creature at level 17.
An uncivilised weapon
At 6th level you have learnt more about your gauntlets. You have +1 to your unarmoured defence with your gauntlets equipped.
Furthermore whenever you take the dodge action, you gain temporary hit points equal to your class level, you also gain the benefits of half cover until the start of your next turn as you raise your guard. If you take damage during this time, you can roll two extra martial arts die on your next hit with an unarmed strike as a retaliation to any who oppose you. The hit points last until the start of your next turn.
Unstoppable Force
As you grow, you become a pillar of strength and prove that none can stand in your way. You gain an additional +1 to your unarmoured defence.
Furthermore, as an action, you can spend 3 ki points to move half your movement in any direction and cause damage to those within 5 feet of you either side. When you pass through or by an enemy during this action, you can force them to make a dexterity saving throw or take 4 times your martial arts die + your dexterity bonus magical bludgeoning damage and are knocked prone. If they succeed, then they take half as much and arent knocked prone. This action does not count as part of your movement.
An immovable object
At 17th level, you have become a near fortress when in battle. You gain another +3 unarmoured defence. You also gain +1 to AC and saving throws for each hostile creature within 15 feet of you.
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