Base Class: Monk
Practitioners in the iron fist style don't focus on the traditional martial arts style; instead opting to hone their bodies to the absolute maximum they can be. Defense, strategy, control all fall to the wind if your punch can topple any foe in a single strike.
Iron Hand Technique
Starting when you choose this tradition at 3rd level, you can focus your body into producing one resounding blow. When you take the attack action to make an unarmed attack on your turn, you may forgo any amount of additional unarmed attacks. Add their damage onto the first attack. For each attack added this way, you deal an additional martial arts die of damage on a hit.
Reckless Strikes
At 6th level, you focus your Ki into pure offense. When you spend a Ki point on an unarmed strike, you may charge your fist with an overflow of normally defensive Ki. If the attack lands, the target must make a strength saving throw against the damage dealt, or be knocked prone, and have their speed reduced to 0 until the end of their next turn. If you use this ability, attack rolls have advantage against you, until the end of your next turn.
Superhuman Strikes
Beginning at 11th level, your fists are so hard that little can stop their momentum. You deal quadruple damage to objects and structures. In addition, your deflect missiles ability can be used on any attack roll, not just ranged ones, and negates additional damage equal to your strength modifier. Damage from a melee attack reduced this way is dealt back to the attacker.
Big Bang Fist
At 17th level, you gain the ability to over-channel so much Ki into your fist it nearly bursts out from your very skin. When you take the attack action to make an unarmed attack, your hands glows with bright light, of a color of your choice for 30ft. In addition, when using your "Iron Hand" technique, you may store attacks for your next attack action, instead of the current one. This still requires an action, and expires at the end of your next turn. When you spend a Ki point on a stunning strike and the target succeeds on the saving throw, they take additional damage equal to your monk level plus the successful save's total roll.
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