Base Class: Monk
Most monks of the Iron Form spend most of their lives in solitude honing their body's through vigorous training and their spirits through deep reflection and meditation. By doing this it gives them access to incredible feats of physical alteration to their body's.
Though with great power comes great sacrifices with every use of their abilities monks of the Iron Form damage the very essence of their life force and must take extra time to heal after any fight.
Iron skin
At 3rd level you gain the ability of Iron skin. Harnessing your ki you can make your skin hard as iron to deflect on coming blows.
Using 2 ki points to active iron skin as a bonus action on your turn or as a reaction to an attack directed at you on an enemy's turn. You may deactivate using a bonus action on your turn.
When activated iron skin gives you these alterations to your body:
* You are resistant to bludgeoning, piercing, and slashing damage by non-magical means.
* You have +1 to your AC.
* Your movement speed is halved until you drop iron skin.
Muscle Form
At 6th lvl you gain the ability to turn your body into a tower of Muscle and power. Beware though this power comes with a price.
Using an action you may activate your Muscle Form and you may use an action to deactivate it.
While in Muscle Form you get these alterations to your body:
* you may use your bonus action to take the dash action.
* You gain advantage on strength, dexterity checks and saving throws.
* Your Martial Arts die is increased by 1 size ( exp: at lvl 6 while in Muscle Form your martial arts die would be a D8
* Every turn you are in Muscle Form you must make a will save of DC 17 or take 2D8 damage. (Will is a combination of constitution and wisdom) when you make a will save add your CON and WIS modifiers to the roll.
Powerful Presensce
At 11th lvl you gain the ability to use Powerful Presence.
Using an action you may use the Powerful Presence ability to briefly change into your Muscle Form and send a wave of power across a 30ft sphere inflicting these effects on all opponents within the sphere
* All opponents in a 30ft sphere are stunned. All that are affected can make a constitution saving throw to try and break out of it on each of their turns if they succeed they still become frightened for 1 round after.
Final Blow
At 17th lvl you gain the ability to use Final Blow gathering all of your body's strength and power into one blow but at a terrible price.
Using all of your actions and movement you may use Final Blow to drop one opponent to 0 hit points. In doing this you drop your own hit points to 0 and only get 1 death saving throw. No healing of any kind can bring your hit points back up the only way to come back is to make your death saving throw. (Allies may assist by giving you advantage on your death saving throw)
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