Monk
Base Class: Monk

The Way of Persistent Will teaches its students methods to strengthen and surpass their mortal bodies.Their Ki is a measure of their own willpower, allowing them to push through mortal wounds and fight with a ferocity unmatched.

A student under the Way of Persistent Will needs something to fight for. This could be keeping a promise, a beloved person, or a lifelong goal. The reason to fight keeps them strong on the battlefield and in their heart, and even after achieving their goal or protecting those they love, they will always find something else to keep them going.

Strength of Will

Starting when you choose this path at 3rd level, your strength of will pushes your body past the expected limits. You may be down but you're not out. You gain two features.

You can make one additional death saving throw and on a roll of 19 or higher you come back to consciousness at 1 hitpoint.

 Comeback Blows

When choosing this subclass at 3rd level, you begin to use success and the hope for victory as a means of pushing yourself forward, beyond your physical limits.

Whenever you use your flurry of blows attack you can choose to gain temporary hit points equal to half the damage dealt by all your attacks (rounded down) that turn, which last until the start of your next turn. You must announce that you're using this feature before rolling your 'flurry of blows' attacks. You can use this feature a number of times equal to your proficiency bonus.

Infectious Willpower

At 6th level your drive and passion during combat is almost unnerving and at the same time inspirational to others. It no longer just pushes you it pushes others forward.

Once per turn after making a flurry of blows attack (hit or miss), you can choose an allied creature within 30 feet of you. That creature gains an inspiration die equal to your martial arts die (d6 at 6th level, d8 at 11th, d10 at 17th) that lasts for the next minute. You can use this feature a number of times equal to your charisma modifier +1 (minimum of once). If there are no allies who can hear you, you instead inspire yourself. You Regain all use of this feature after a long rest.

 

 

Willing Sacrifice

At 11th level you would do anything to protect your friends, family or way of life, even if it kills you.

As an action you can now use 3 Ki points to enter an incredibly dangerous state that empowers your body to an extreme level, and lasts for 1 minute (10 rounds). Physically your blood begins to boil causing your skin to darken and your hair stands on end. Your pupils dilate and veins pop all over your body. All the while you seem to radiate pure energy. While in this form you gain the following benefits.

  • Your attacks crit on a 19 or higher.
  • Your AC increases by 2
  • You can't be knocked unconscious

When knocked unconscious while in this form you instead stay standing and fighting. However upon becoming unconscious you become vulnerable to all forms of damage. If you are taken past your hitpoint maximum while in this form you instantly die, your heart bursting from inside your chest. When this form ends after one minute you are taken to 1 hitpoint, no matter how much damage you've sustained (For example if the enemy did not damage you, you're still taken to one hitpoint. Likewise if you were close to going negative your hitpoint maximum, you are also taken to one hitpoint).

You can use this feature once per long rest. After using this feature you gain one point of exhaustion.

Additionally at this level you gain advantage on saving throws against being frightened, never backing away from a fight or your enemies

 

Undying Perseverance

At 17th level You find so much strength in whatever drives you onward that you can now push through death itself. After having died, either instantly or from failed death saves, roll a constitution saving throw at the start of your next turn with a DC of 19. You must still have a physical body in order to do this. On a failure you still die but can inspire one person who can hear you with your martial die.

On a success you manage to comeback at one hitpoint, and stand up. During this you yell out your convictions to the surrounding area and a number of allies equal to your charisma modifier gain inspiration.

You can use this feature once per long rest. After using this feature you gain one point of exhaustion.   

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