Base Class: Monk
Rather than learning weapon techniques or how to harness external power, monks who follow the path of body cultivation focus on their most important resource: themselves. They drive their bodies to the limits, and then beyond in the search for personal power. Through this continuous tempering of the physique, their bodies become as tough as the sturdiest of armors, and as deadly as the fiercest of weapons.
Body Tempering
At 3rd level, your training in the esoteric arts has deepened your understanding of your internal energy. You gain a number of ki points equal to your proficiency modifier.
As your physique strengthens, your senses sharpen. You gain proficiency in Wisdom(Perception) checks. If you are already proficient in it, you can double your proficiency modifier for ability checks involving that skill.
You can now use Strength instead of dexterity for your Unarmored Defense and your Deflect Missiles features.
You also learn to incorporate various martial techniques into your attacks. When you make an unarmed strike, you can change the damage type between bludgeoning, piercing, and slashing.
Enlightened Vajra Body
Beginning at 6th level, you can reduce your speed to focus on defense. When you are not wearing armor, on your turn you can reduce your speed by intervals of 10 feet. For every 10 feet you reduce your speed by in this way, you gain a +1 bonus to your AC until the start of your next turn.
Your usage of ki reinforces your body, making it as strong as iron. If you have spent at least 1 ki point on your turn, you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
At 11th level, this becomes resistance to all damage except physic damage instead, and you have resistance to bludgeoning, piercing, and slashing damage at all times.
Thundering Fist Style
At 11th level, you learn the Thundering Fist Style. Your unarmed strikes become so powerful that their sheer force compresses the air before exploding forth. When you use the Attack action on your turn, you can spend 1 ki point to cause your fists and feet to launch blasts of air. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn.
Additionally, your stunning strikes now deal 1d10 thunder damage, regardless of whether the target is stunned or not.
Fist of the Deity
Starting at 17th level, you can create a mighty blast of compressed air that strikes like the fist of a god. As an action, you can spend 2 ki points and choose a point you can see within 30 feet of you. Any creature within a 10-foot cube centered on that point must make a strength saving throw.
On a failed save, the creature takes 5d10 thunder damage, and you can push it up to 20 feet away from you and knock it prone.
Also, whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your unarmed strikes.
Previous Versions
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