Base Class: Monk
Unlike the ferocious rage that Barbarians let run wild through their bodies, Monks of the Way of the Ire train hard using their ki to master their primal rage and turn this power into pure destructive and controlled ire.
Following this tradition allows a monk to enter an Ire state, giving them superhuman reflexes, resilience, and feats of dexterity. They learn techniques to improve unarmed combat during Ire.
Steel Body
By choosing this monastic tradition on the 3rd level, you begin to train your body to sustain the great amount of tension and exhaustion caused by the ire state.
Changes your Monk Hit Dice from 1d8 to 1d10.
- At 6th level, changes your Monk Hit Dice from 1d10 to 1d12.
Ire
In battle, you master your primal ferocity to fight. At 3rd level, by spending 1 ki point, you can enter the ire state as a bonus action.
While ireful, you gain the following benefits if you are wearing no armor and not wielding a shield:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make an unarmed strike attack using Dexterity, you gain a +2 bonus to the damage roll. (Bonus increases to +3 at 6th level, +4 at 11th level and +5 at 17th level.)
- You have resistance to bludgeoning, piercing, and slashing damage.
- At 5th level, you can use Stunning Strike unarmed.
- At 11th level, advantage on attack rolls gives you unarmed Improved Critical.
- At 17th level, your ire ends early only if you fall unconscious or if you choose to end it.
If you are able to cast spells, you can’t cast them or concentrate on them while ireful.
Ire lasts for one minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn, used any ki point or taken damage since then. You can also end your ire on your turn as a bonus action.
Combo Finisher
At 6th level, after using Flurry of Blows strikes, you can choose to spend 1 ki point to perform a powerful unarmed strike.
The number of damage dice is equal to your Martial Arts die multiplied by the number of successful unarmed strikes hits before using Combo Finisher on that turn.
- If used during ire state: You can spend 1 extra ki point to also apply Stunning Strike or Exploding Palm with disadvantage on the saving throw.
Ire Spate
At 11th level, you can enter ire state at any time on your turn or when you are being attacked, without the need to spend any kind of action.
During ire, whenever a creature within your reach attacks you, you can use 1 ki Point to make a Flurry of Blows counterattack.
Exploding Palm
At 17th level, you can master the flow of ki in an opponent's body. When you hit another creature with a melee unarmed attack during the ire state, you can spend 1 ki point to attempt an Exploding Palm. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
If the target dies until the end of your next turn it explodes causing Ki-Empowered Strikes(Bludgeoning) damage equal to half of its maximum Hit Points in a 10-foot radius. Each creature in the area must make a Dexterity saving throw. On a successful save, the creature takes half as much damage (ki save DC).
You do not receive damage from the explosion.
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Posted Feb 10, 2022if someone is 6th level of this and 2nd on fighter it can quadruplicate the damage with COMBO FINISHER?