Monk
Base Class: Monk

Monks of the Way of Exploding Fist devote their training to combine their speed to deliver hard punches. According to legends, monks following this tradition are even able to hit so hard that it causes a small explosion. It may be that, or they like to boast with loud noises they can make with their punches. 

Exploding Fist

Starting 3rd level, you learn to direct the momentum from your speed to your ability to attack.

When you use your action to Dash, you can use a bonus action to make one unarmed melee attack if you move at least 20 feet in a straight line immediately before it.

If you hit with this attack, your fist rings with thunder that is audible within 100 feet of you, and each creature within 5 feet from you must make a Constitution saving throw. On a failed save, a creature takes 3d4 thunder damage and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Damage dices used for this ability are your Martial Arts dices.

Additionally, when hit, you can spend 1 ki point for every 20 feet you traveled in a straight line to roll three additional martial arts dices for the damage and to increase the distance of thunderous boom by 50 feet. The maximum number of ki points that you can spend on the punch equals your proficiency bonus.

Intercepting Fist

At 6th level, you learn to counter enemy attacks with a powerful blow of your fist. When an attacker that you can see hits you with a melee attack, you can use your reaction to make an unarmed strike. If your attack hits, the damage you take from the attack is reduced by the damage you inflicted + your monk level.

If you reduce the damage to 0, attacking creature takes remaining damage. Additionally, you can spend 1 ki point to force attacking creature to make a Strength saving throw or be knocked prone.

Spin Dash

At 11th level, you learn to control your momentum to grant you limited ability to fly. When you take dash action, you can spend 1 Ki point to keep moving in a straight line until your movement ends. If you end your action in mid-air, you will fall. While moving during this dash action, non-magical difficult terrain doesn't cost you extra movement nor does moving through creature's space, and you don't provoke opportunity attacks.

Moreover, if you pass through creature's space when using this ability, you can expend 1 Ki point to force that creature to make Constitution Saving throw or be stunned until the end of its next turn.

Improved Exploding Fist

At 17th level, you can direct your force of speed into your fist. Whenever you hit a creature with an attack granted by Exploding Fist, you can spend 3 Ki points to create a blast of Ki energy. Choose creatures within 15 feet of you who must make a Constitution saving throw. On a failed save, a creature suffers from following effects:

* The creature takes 2d10 Thunder damage for every 20 feet you traveled a straight line, up to a maximum of 6d10.
* The creature drops anything it is holding in its hands.
* The creature is pushed 20 feet away from you.
* The creature is unconscious until the start of your next turn.

On a successful save, the creature takes half as much damage and suffers no other ill effects from the blast.

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