Monk
Base Class: Monk

A martial wonder, created over many years to fight strong and true against solo opponents or defend against many. The catalyst to this martial art are the iron rings the user wields during training, combat and used as a permanent feature for those who master the style. This iron ring method allows the user to increase their grip strength using heavy sand bags whilst wearing the iron rings, which helps tighten the fighters fists enhancing their power through their punches. The style is the perfect balance of attack and defense without having to lug around heavy armour or great weapons.

Parry

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s attacks against them or defend better against long ranged attacks.

Melee. Whenever a creature makes a melee attack against you, you can spend a Ki point to impose disadvantage on this attack. In addition, if this attack misses, can use your reaction to make one unarmed strike against that creature knocking the creature prone on a successful hit.

Ranged. If the creature makes a ranged attack against you, as a reaction you can spend a Ki point to gain a +2 to your AC for this attack. If this attack misses, you retain this bonus AC until the end of your next turn.

Iron Apprentice

When you choose this tradition at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, your proficiency bonus is doubled for any rolls involving smith's tools. During a long rest, you can create or alter a set of iron rings using your smith's tools. When created or altered, the iron rings gain one of the following;

  • On-hit. Once per day, when you make an attack roll while wearing the iron rings, you can forgo rolling the d20 to get a 15 on the die. 
  • One inch punch. You gain +2 damage to Unarmed strikes while wielding the iron rings. 
  • Block. While wearing the iron rings, each time you take damage from an weapon attack you can reduce the damage equal to your proficiency bonus.
  • Adjustment. On your first unarmed strike each turn, you can change the damage type of the attack to slashing or piercing.

If you roll a 20 on a smith's tool roll to create or alter your iron rings, you can choose two benefits instead of one.

Iron Fist

At 6th level, your fists strike like iron. Whenever you hit a creature with an unarmed strike, you can push it 5 feet away from you, provided the target is no more than one size larger than you. If a target would fall more than 10 feet as a result of this forced movement, it instead drops prone.

At 11th level, the target can be two sizes larger than you and the target can fall 20 feet before dropping prone and at 17th level, the target can be any size and can now fall regardless of height. 

Chain Reaction

Beginning at 11th level, you feel the urge to share your fist with all of your enemies and protect yourself from those you cannot reach easily.

Whenever you use the Parry Melee reaction, immediately after, you can move up to half your movement speed without provoking opportunity attacks. As a continuation of this reaction, each time a creature misses an melee attack against you, you can spend 2 Ki points to move up to half your movement speed again and make a unarmed strike using the Parry Melee reaction. 

When you use the Parry Ranged reaction, you can spend an additional 4 Ki points to impose disadvantage on all ranged attacks until the end of your next turn. As a continuation of this reaction, the next ranged attack that successfully hits you, you can use Deflect Missile, gaining an extra 2d10 to reduce damage and can roll with advantage on the attack if thrown back.

Iron Master

At 17th level, you are the master of the iron rings, learning how to utilize their capabilities. You replace Iron Apprentice with Iron Master, gaining all of the following;

  • Master. Whenever a creature successfully hits you with an attack, you can still activate Parry as though the target missed.
  • On-hit. Once per day, when you make an attack roll while wearing the iron rings, you can forgo rolling the d20 to get a 20 on the die. You can spend 10 Ki points to do use On-hit again.
  • One inch punch. You gain +3 damage to Unarmed strikes while wielding the iron rings. 
  • Block. While wearing the iron rings, reduce all damage taken by 10.
  • Adjustment. When you damage a target with unarmed strike you can change the damage to acid, cold, fire, force, lightening, necrotic, piercing, poison, radiant, slashing or thunder damage.

Previous Versions

Name Date Modified Views Adds Version Actions
12/29/2023 3:41:39 PM
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