Monk
Base Class: Monk

Monks of the Brutal Fist understand that true serenity can be found through anger, and that true meditation must take place in the midst of the battlefield, with the body bathed in blood. They learn powerful aggressive techniques to crush their opponent's body and will, manipulate ki to fuel their anger and physical power, and exercise the philosophy of the survival of the fittest.

Brutal Fist Technique

Starting when you choose this tradition at 3rd level, you gain proficiency in the intimidation skill and you can manipulate your own ki to feed your anger to power up your body. Whenever you hit a creature, as a bonus action, you can enter a state of Spiritual Fury. In this state you gain immunity to the Frightened condition and the following benefits if you aren't wearing armour:

  • When you use Flurry of Blows, you can make three unarmed strikes instead of two.
  • When you use Patience Defense, until the beginning of your next turn, if you are targeted by a melee attack you can use your reaction to make an unarmed melee attack against the attacker.
  • When you Dash, by using Step of the Wind, your movement speed increases up to 15ft for that Dash.
  • You can spend 1 ki point to strengthen your body. you have advantage on Strength Checks and Strength Saving Throws and resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn.

Your Spiritual Fury Lasts for 1 minute. Can only be used twice per short rest.

Fearsome Fist

At 6th level, you can impose fear on the soul of your opponents. Immediately after you take the Attack action on your turn, you can spend 1 ki point. The target must succeed on a Wisdom saving throw or become frightened until the beginning of your next turn. Can only be used once per turn. Also, while you are in a state of Spiritual Fury, when you make an unarmored melee attack, you can roll an extra dice to the damage roll.

Enraged Critical Chain

Beginning at 11th level, while in a state of Spiritual Fury, instead of the extra damage for a critical hit, if you spend 1 ki point, you can make 3 unarmed melee attacks. Can only be used twice per long rest.

Soul's Intimidation Aura

Starting at 17th level, your soul's presence becomes noted and feared by your enemies. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Also, the creature can't willingly move closer to you until the beginning of the next turn. If the creature succeeds in a Wisdom Saving Throw, they become immune to this ability for the next 24 hours.