Monk
Base Class: Monk

The Way of the Iron Shell is an ancient and secret art, founded by tortle master monks who used a forgotten form of martial arts that employed the magic of the Turtle God Kupek Quozlu and attacking via slamming into enemies with their shells.The art was forgotten long ago, and this is a recreation of it made by the tortle monk Jai Ree, who found some scrolls about it while exploring an ancient temple. The are was created by a village of tortles who narrowly escaped an orc clan by fleeing into the mountains. The survivors encountered a monastery of monks, who took the tortles in and taught them their art. The tortles left established their own monastery, known as the Way of the Iron Shell. It has grown and grown ever since. 

Iron Shell Meditation

When you choose this tradition at 3rd level, you can meditate to gain the power of the ancient turtle gods. You may spend a short rest and 2 ki points meditating to gain two of the following benefits: +2 to AC, swimming speed equal to your walking speed, temporary hit points equal to your monk level plus constitution modifier, or an extra 1d4+strength modifier damage with an unarmed strike.

Shell Rush

Starting at 6th level, you can enter your shell to become a whirlwind of fury. Whenever you enter your shell, you can spend 2 ki points to enter a shell rush, a powerful ability utilized by masters of the Way of the Iron Shell. You immediately move up to 30 ft. If you hit a creature or obstacle, they take damage equal to the damage from your unarmed strike. They must also make a Dexterity saving throw against your Ki save DC or be knocked prone. On your next turn you have 2 options for actions- you can exit your shell, ending your turn, or, if you used Shell Rush against a creature or obstacle last turn, you may bounce. To bounce, roll a d8. This table will show you what the directions mean:

1-North                                                                                                  
2-Northeast                                  
3-East    
4-Southeast   
5-South             
6-Southwest   
7-West      
8-Northwest

You move up to 30 ft. in the direction indicated by the d8. Follow the same rules if you hit a creature or an obstacle. After hitting 3 creatures or obstacles, you immediately exit your shell and end your turn. You spend the next turn standing there being dizzy, and you can’t speak, take actions, reactions, or bonus actions, or move.

 

Gift of the Turtle Gods

Beginning at 11th level, you can grant your allies the strength of the tortoise. As an action, you can touch an ally within your reach to grant them a +4 bonus to AC and temporary hit points equal to your Wisdom score. This ability recharges during a long rest.

Iron Shell Battle Stances

At 17th level, you gain the ability to go through your stances to access the true power of the Iron Shell. Once per day, you may spend any amount of ki points and an action to increase your AC by the amount of ki spent. Whenever an attack misses you, you may reduce your AC by 1 to redirect the attack against another creature within range. This may not reduce your AC below it’s starting value.

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