Base Class: Monk
Some orders develop to study and ponder the secrets of the universe, or perhaps look within to discover the true meanings of life and the inner machinations of the spirit. Others however, are formed out of necessity - with grounded goals like defending their homes or beating back incursions of barbarians, outer-planar creatures or others that would see their people destroyed. Such orders do not often have time to sit on mountaintops and meditate until 'enlightenment' falls into their lap, for they need effective and practical methods to combat the dangers they face every day. These orders often eschew the stereotypical asceticism one may think of when it comes to monks, and do not let the more vague notions of spiritual wisdom blind them to the effectiveness of a weapon or the increased protection of armor.
Level 3: The Way of Steel
Warriors of the Armored Fist train tirelessly with the added weight of their armor, and soon it becomes to them like a second skin. Some also train with weapons outside the purview of other orders, and they utilize the extra weight of both armor and weapon to increase their momentum rather than slow them down.
Gain proficiency with light, medium and heavy armor. Wearing armor no longer prevents you from utilizing the Unarmored Movement, Martial Arts or Acrobatic Movement Monk features. In addition, choose from the two options below:
Techniques of the Dojo
You may count your unarmed strikes as possessing one of a curated list of weapon masteries found below. At the end of a Long Rest, you may change the mastery selected by this feature to another from the same list. At 7th level, the list of masteries you may choose from increases.
3rd: Push, Topple, Slow, Sap
7th: Graze, Cleave, Vex
Sage of Battle
You gain proficiency with a number of martial weapons equal to your proficiency bonus and use of their associated weapon masteries. At higher levels whenever your proficiency bonus would increase, you likewise gain an additional weapon proficiency and use of that weapon's mastery while attacking with it. These count as monk weapons for you, and you may use your martial arts die in place of their damage die if your martial arts die is greater.
Level 3: Tenacious Warrior
The durability of Warriors of the Armored Fist is legendary. Encountering hardship is not likely to faze them, nor is being struck likely to make them flinch. They are students of war, dedicated to battle in the service of their order, 'Roll with the punches' might as well be their motto.
Starting at level three, when you take damage to your Hit Points (excluding sources of Temporary HP), when you use your Uncanny Metabolism feature, when an enemy hits you with an attack they had disadvantage on and when you use your Deflect Attacks feature to reduce the damage of an attack to anything other than zero, you generate a Mark of Tenacity. You may have a maximum number of Marks of Tenacity equal to your proficiency bonus at any one time, Marks that would be generated while you have already met this number are simply lost. Marks of Tenacity can be spent in the following ways:
- As a Reaction when making an attack roll, you may spend a Mark to give yourself advantage.
- You may spend a Mark to allow yourself to add your wisdom modifier to the result of any athletics or acrobatics checks for 1 minute. If done in combat, spending this Mark for this benefit requires you to use your bonus action.
- When an ally within a number of feet of you equal to your walking speed is targeted by an attack, you may spend a Mark as a Reaction to immediately move up to your speed towards them. If this would put you adjacent to them OR to the creature attacking them, you become the new target of the triggering attack.
- As a Reaction when you would take damage, you may spend two Marks to give yourself resistance to the damage from the triggering attack or effect.
Starting at 7th level, when you fail a saving throw and take damage, or succeed on a Dexterity Saving Throw and take no damage thanks to your Evasion Monk feature, you generate a Mark of Tenacity.
Level 6: Water Crushing Strike
Unarmed strikes and monk weapon attacks that target objects and constructs deal an additional die of damage and are considered critical hits as long as they connect. Also, gain the following additional options for spending Marks of Tenacity:
Brutal Blow: When you hit with an unarmed strike or a monk weapon attack, you may choose to spend a Mark of Tenacity and force the target to make a Constitution saving throw or be pushed directly away from you a distance in feet equal to your proficiency bonus times 10. If the creature would come into contact with an object that would impede this forced movement (DM's discretion) roll damage against that object as if you had hit it with an unarmed strike. If that object is destroyed, your original target takes half of the damage dealt to the object and keeps moving - potentially coming into contact with more objects, up to the maximum distance as determined by your proficiency bonus times 10.
Bulette Charge: You may as an Action spend three Marks and declare that you are performing a Bulette Charge. On the same turn that you have declared a Bulette Charge you are unaffected by difficult terrain and each creature you move adjacent to must succeed on a Constitution Saving Throw against your Focus DC or take damage equal to your Martial Arts die as if attacked buy your unarmed strike or monk weapon, including being subjected to any applicable effects and/or weapon mastery. At 9th level you may instead choose to spend four Marks of Tenacity on your Bulette Charge to make each creature that fails the save also subject to the effects of Brutal Blow.
Level 11: Famous Tenacity
At 11th Level, you also generate Marks of Tenacity equal to your Wisdom modifier or your proficiency bonus, whichever is lower, when you utilize your Self-Restoration Monk feature. Also at 10th level, your options to spent Marks of Tenacity increase:
- You may spend three Marks as a Reaction to give yourself advantage on all attacks you make until the beginning of your next turn.
- When you spend a Focus point to attempt a Stunning Strike, you may also spend two Marks to give the enemy disadvantage on the save.
- When you would fail a saving throw you may immediately spend four Marks to succeed instead.
Level 17: Legendary Tenacity
Beginning at 17th level, you gain a number of Marks of Tenacity equal to your wisdom modifier whenever you finish a Long Rest and damage from your unarmed strieks and monk weapons are unaffected by any Resistance.
In addition, when you would be reduced to zero HP or would be instantly killed by an attack, spell or other effect you may spend six Marks of Tenacity to keep yourself away from death's clutches for 1 minute, preventing damage from the triggering attack, spell or effect. During this time you cannot be incapacitated or knocked unconscious, nor can you die unless another attack, spell or other effect would instantly kill you.
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