Base Class: Monk
You learned your Fighting technique and gained enlightenment through the thrills, highs and lows of boxing in professional or unprofessional settings. These particular boxers have exoskeleton body modifications and they are a great pride to those who own them, unique to the wearer
Guard Up
At 6th level you can use your training to absorb blows. When attacked by a melee weapon you can use your reaction to spend 1 ki point to reduce the damage taken by 1d12+Your constitution modifier+ your monk level
Fists of Bone and Steel
At 3rd level, when you choose this tradition, your Martial Arts damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon
Martial Discipline - Forged Heart
Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.
Forged Heart - Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.
Ring Focus
Starting when you choose this tradition at 3rd level, your battle thrill allows you to sap the vitality of an enemy creature. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)
Manifest Blow
<span;><span;>Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage, it benefits from your Ki-Empowered Strikes class feature and counts as magical damage. Nightmare Shroud monks typically inflict psychic damage with this ability, Forged Heart monks enhance their bludgeoning damage, and Weretouched grow sharper claws. However, you can choose any damage type, regardless of your discipline(s)
Grit Teeth
Beginning at 11th level, you use your intense battle conditioning to get back up when others wouldn't. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. The extra damage dealt by the manifest blows class feature increases to 2d6
Internal Damage
At 17th level, you gain the ability to set up lethal internal bleeding in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start this imperceptible bleeding, which last for a number of days equal to your monk level. The bleeding is harmless unless you use your action to end it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 bludgeoning damage.
<span;>You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action
Previous Versions
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9/29/2022 1:06:33 PM
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Coming Soon
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