Base Class: Monk
Monks of the way of the mighty cowl are righteous warriors of justice sworn to protect the innocent they are often called hero monks they often wear costumes to create a heroic persona monks of the way of the mighty cowl convert their ki into pure kinetic force allowing them to use immense power although using it without proper training can cause serious injuries to the monk despite this the monk persists willing to sacrifice their bodies to protect others
Mighty blow
When you choose this tradition at level 3 you can use your ki to drastically increase the power behind your attacks at the cost of taking damage when you use martial attacks against a creature you can spend 1ki to deal an additional 2d4 of force damage however using it inflicts 1d4 bludgeoning damage the dice you roll change as you gain levels in monk as shown in the martial arts column of the monk table when a target takes damage from this feature the sheet force of the blow causes them to stagger giving them disadvantage on their next attack this effect only lasts one round when a monk uses the mighty blow feature the attack is treated as a siege weapon doing double damage against buildings and objects
All in one
At 6th level, you can use ki to dramatically increase the power of mighty blow albeit at a greater cost you can increase the damage by adding the maximum of 4 ki points for every ki point increasing the effect by 2d martial arts die however for every ki point spent you take 1d martial arts die of bludgeoning damage spending 1 ki point on this feature can make the target prone spending 2 ki points knocks back the target 10 feet in any direction including up or down and then immediately knocking the target prone being knocked into wall or object will deal an additional 1d6 bludgeoning damage it's halved if hit directly downwards and if knocked into the air it takes the appropriate fall damage depending on how far it was hit and where they land for every additional ki point spent the distance the target is knocked back in increased by 10 feet and the damage they take is increased by 1d6 or whatever appropriate fall damage is
Explosive movement
Beginning at 11th level, you can use your ki to rapidly increase your speed and jump great distances when you use your step of wind feature your movement speed is doubled and your jumping legnth is quadrupled for the turn you also ignore difficult terrain when using this feature
Master of the cowl
At 17th level, your body has adapted to the immense power of your mighty blow allowing you to use this feature without injury you no longer take damage from using mighty blow or all in one features







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