Base Class: Monk
The Way of the Closed Fist, the sister tradition to the Way of the Open Hand.
Closed Fist Technique
Starting when you choose this tradition at 3rd level, the harsh battle doctrine of the Closed Fist teachings has been ingrained into you, sharpening your martial prowess. You gain the following benefits:
- You use your Constitution modifier instead of your Dexterity modifier for your Unarmored Defense feature.
- Whenever you roll your Martial Arts die, you can roll an additional 1d4 for each Martial Arts die being rolled and add the result to that total.
- You can attack with the bonus action unarmed strike provided by your Martial Arts feature and use your Flurry of Blows feature without taking the Attack action on your turn. Whenever you use your Flurry of Blows feature, rather than make two unarmed strikes, you can instead choose to make a single unarmed strike. If you do so, you roll two additional martial arts die if the attack hits.
Unyielding Spirit
At 6th level, your willpower has become a wellspring of Ki. You may choose to regain a number of Ki points equal to your proficiency bonus under the following circumstances:
- You roll a critical hit for an attack roll that uses your Martial Arts die.
- You have no Ki points remaining at the start of your turn. After using this circumstance, you can't use it again until you finish a short or long rest.
- You succeed on a Constitution saving throw.
Due to your immaculate control over spirit and body, you can dismiss even the worst of spiritual afflictions. You're immune to curses and madness.
Unbroken Focus
At 11th level, through countless hours of blood, sweat, and tears spent disciplining your body to obey your will, you've manifested incredible abilities. While you aren't wearing medium or heavy armor, or wielding a shield, you gain the following benefits while conscious:
Body.
- You can spend a Ki point to use your Stillness of Mind feature without using an action.
- You can spend 2 Ki points to use Patient Defense without using a bonus action.
- If you use your Step of the Wind feature to Dash while airborne, you can perform either a long jump or a high jump in the air using the extra movement provided by Step of the Wind. If you do so, the layer of air you leap from is momentarily considered a solid surface for the purpose of determining fall damage. Additionally, you can spend 2 Ki points to use Step of the Wind without using a bonus action.
Soul.
- You have advantage on ability checks and saving throws made against effects that would cause you to lose your soul.
- You can Grapple creatures that are normally immune to the Grappled condition as a result of possessing an incorporeal form.
- Creatures, such as Banshees, can't pass through your space as a result of possessing an incorporeal form.
Spirit.
- You gain the ability to stand on liquids indefinitely.
- You gain Blindsight in a 5-foot radius around you.
- If you become Unconscious, you can spend a Ki point so that you don't suffer the penalties of the Unconscious condition. Instead, until the start of your next turn you're Incapacitated and can't speak, though you can use half your move speed on your turn. You must spend a Ki point at the start of subsequent turns to prolong this effect. If you choose not to spend a Ki point or are unable to spend a Ki point at the start of your turn, you immediately fall Unconscious and suffer the penalties of the Unconscious condition.
Furious Palm
At 17th level, an oaken body and iron will allows you to take massive punishment. Your Deflect Missiles feature has been altered and is now a feature named Furious Palm:
Furious Palm. Whenever you take damage, you can use your reaction to reduce or deflect the damage taken by an amount equal to a roll of your Martial Arts die + your Constitution Modifier. If the damage taken comes from a magical or non-magical ranged attack that launches a missile, you can catch and make a ranged attack with that missile as a part of the same reaction by spending a Ki point, but only if you reduce the damage taken to 0 and its small enough for you to hold in one hand while you have at least one hand free. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Monk weapon for the attack. The short range for a magical ranged attack you make in this way is equal to 15 feet x your Wisdom modifier, and the long range is equal to 25 feet x your Wisdom modifier. Magical ranged attacks made in this way use your Wisdom modifier for attack and damage rolls. You can also spend a Ki point to use Furious Palm without using a reaction. When Furious Palm is used in this way, you can spend additional Ki points. For every additional Ki point spent, you can roll an additional Martial Arts die and reduce the damage taken by the total rolled + your Constitution modifier(for physical damage) or your Wisdom modifier(for magical damage). If you use Furious Palm without using a reaction to reduce damage taken from a ranged attack, you can't catch and attack with the missile if you reduce the damage taken to 0.
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