Monk
Base Class: Monk

Monks of the Way of Adamantine are masters of defensive fighting. They train both their bodies and wills to be as strong as the metal for which they are named. Their style centers around facing enemies head on, blocking and counterattacking any attacks that come their way.

 

Adamantine Body

As a bonus action you can spend 1 Ki point to increase your AC by +1 for 1 hour. While you are under the effects of this ability, any critical hit against you becomes a normal hit and your Unarmed Strikes are treated as Adamantine weapons. This effect ends early if you are incapacitated or die.

 

At higher levels, you can spend more Ki points to increase the AC bonus from Adamantine Body even further.
  • At 6th level you can spend 3 Ki points to increase your AC by +2.
  • At 11th level you can spend 5 Ki points to increase your AC by +3.

Intercept Weapon

Starting when you take this monastic tradition, you can intercept attacks from your opponents. When you are hit by an attack from a melee weapon, unarmed strike, or natural weapon you can use your Reaction to reduce the damage. When you do this, reduce the damage by your Martial Arts Die + your Dexterity Modifier + your Monk level.

 

If you reduce the damage to zero, you can spend 1 Ki point to make an unarmed strike against the attacker as part of the same Reaction.

Tremor Stomp

At 6th level, your Ki becomes strong enough to shake the earth itself. As an action, you can spend 2 Ki points to kick the earth and send out shockwaves. Each creature in a 20 foot cone must make a Dexterity saving throw. On a failed save, a creature takes force damage equal to 2 rolls of your Martial Arts die and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

 

You can spend additional Ki points to increase the range and damage of Tremor Stomp. For every additional Ki point you spend, the cone increases by 5 feet and you roll 1 additional Martial Arts die for damage. The maximum number of Ki points (2 plus any additional) you can spend on this ability is equal to your proficiency bonus.

Immutable Core

At 11th level, you can create a layer of Ki around yourself to protect you from harm. After you take the attack action on your turn, you can spend 2 Ki points as a bonus action to create a Ki barrier around yourself. Until the end of your next turn you have resistance to all damage but Psychic and you cannot be forcibly moved. You also become immune to the Blinded, Deafened, Grappled, Paralyzed, Prone, and Stunned conditions for the duration.

Unbreakable Will

At 17th level, your will is so powerful that you can resist death and continue fighting. When you are reduced to 0 HP but not killed outright, you can spend 3 Ki points to drop to 1 HP instead. After you drop to 1 HP, you gain Temporary HP equal to 5 x your remaining Ki points. Each time you use this ability again before a Long Rest, it costs 3 more Ki points than the last. (6 Ki points the 2nd time, 9 Ki points the third, etc.)

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