Base Class: Monk
Monks of the Immovable Fist are paragons of bodily fortitude. They pride themselves on their ability to suffer attacks that would do in most other adventurers. Either through superior control of pain and bodily functions, or a highly trained body, these monks go far beyond average.
Oddly enough, monks of the order enjoy placing themselves in situations where they are subjected to minor, prolonged damage. They can usually be found sitting under waterfalls, on top of spikes or burning coals, or under immense weight.
Unending Fortitude
By 6th level, you have gained the ability to shrug off minor injuries and lessen major ones. You gain temporary hit points equal to half your monk level at the beginning of every turn. (Temporary hit points don't stack.)
At the beginning of your turn, you can choose to spend 1 ki point to bolster your body even more. If you do, you can expend up to two hit dice. You gain temporary hit points equal to the total plus half your monk level.
Fist of Rock
Starting at 3rd level, you can steady yourself against attacks. You fix your feet to the ground and assume a defensive stance. Whenever you use Patient Defense, you gain 1d8 temporary hit points and cannot be pushed or knocked prone until the beginning of your next turn.
Like A Boulder
Starting at 11th level, you can hone your focus and lessen the damage you take from a single source. As a reaction when you take damage, you can expend 1 ki point and expend a number of hit dice equal to or less than your Wisdom modifier. Reduce the damage you take by the total of these dice. If you took the Patient Defense action on your last turn, you can roll one additional die without expending it.
Everlasting Health
Upon reaching 17th level, you can last indefinitely in combat. Whenever you expend hit die, roll and d4. On a roll of 4, you regain 1d8 or 2d4 hit dice.
Mastery of Body
At 3rd level, you intimately know your body, and can focus its natural healing in complex ways. Whenever you gain a level in the monk class, you can choose to gain 2d4 hit dice instead of 1d8.
Crumbling Fist
At 11th level, your supernatural defense grants you protection even when it is overcome. When you lose all of your temporary hit points, you take only half of the leftover damage that you would take.
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