Monk
Base Class: Monk

A modified Iron Fist archetype created by the Middle Finger of Vecna and adapted to DnD beyond by me

Fist of Iron

Starting when you choose this tradition at 3rd level, you learn to channel your ki into your fists, further enhancing your unarmed strikes. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal it an additional 1d6 force damage. Starting at 11th level, all your unarmed attacks deal an extra 1d6 force damage and you can spend a ki point to deal and extra 2d6 force damage. This damage scales with your martial arts die

Mystic Senses

Starting at 6th level, you learn to extend your ki outside your body, enhancing your senses and allowing you to touch the spirit of other creatures. Whenever you make a Perception or Investigation check, you can spend 1 ki point to gain a +5 bonus on the check.
     As well, you can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic speech, but the creature must be able to understand at least one language. When you engage a creature telepathically in this way, it has the ability to respond to you and you understand what it is saying.

Mystical Attunment

Starting at 11th level, you learn to channel your ki into your skin and bones, greatly enhancing your durability. You gain resistance to one damage type of your choice, other than bludgeoning, piercing, or slashing damage. As an action, you can  change this damage type to another of your choice, other than bludgeoning, piercing, or slashing. You can also spend 2 ki points to change your unarmed damage type to any elemental damage type.

Dragon's Strike

Starting at 17th level, you can funnel a your ki into a single strike, dealing a devastating blow to your enemies. As an action, you can make a single unarmed strike against a creature within range. If you hit, you can spend 5 ki points to deal that creature an additional 10d8 points of force damage and force it to make a Strength saving throw or be pushed a number of feet directly away from you equal to 3 times your Wisdom score.
     As well, each creature within 5 feet of the target (except yourself) must succeed on a Strength saving throw, taking half the damage dealt and being shoved half the distance away from you on a failure. On a success they only take a quarter of the damage and are not shoved away.

Previous Versions

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