Monk
Base Class: Monk

The path that a monk chooses to walk down can vary depending on what pulls them along in life. The Way of the Heavy Fist is a calling that not every being can muster the resolve to follow. It takes blood, grit, sweat, and a tranquil mind to traverse this tenacious path and most don't push themselves past their limit to see the glory and zen of this style. If you want to survive down this road, then may your fists be stone and your mind be steel. 

The Way of the Heavy Fist allows the enlightened Monk to hit harder and smarter! You'll learn an arsenal of attacks that will synergize with your Monk features as you progress further down this path. Additionally, this subclass allows the player to pick from an assortment of backgrounds and goals that Monks wouldn't normally be known for such as being a Boxer, Pugilist, Mercenary, Rouge Acolyte, etc.

 

 

Cut From Stone

Starting at 3rd Level, The Way of the Heavy Fists subclass modifies the “Unarmored Defense” feature, AC = 10 + your Strength Modifier + your Wisdom Modifier

Heavy Fists

Starting at 3rd Level, you have trained your fists to be as solid as stone for combat. Your unarmed attacks do 1d6 of damage instead of 1d4. (You will upgrade your unarmed attacks as normal as per the Monk damage chart).

Arsenal of Punches

Arsenal of Blows:

Starting at 3rd level, your fighting style has evolved to have an assortment of attacks to deal with opponents of varying styles. 

  • Uppercut: 1-2 Ki Point

If you are within 5ft of an attacker, you can use your action to expend 1 Ki Point to ready an uppercut, which deals 2d6 of damage. 

Additionally, as a bonus action you can use an additional Ki Point, the attacker must make a constitution saving throw. On a failed save, the attacker is knocked prone until the end of its next turn.

  • Flash Step Punch: 1 Ki Point 

You can expend 1 Ki Point to raise your guard and spring forward towards your opponent with great agility. Once this ability is activated, you must get within 5ft of the desired attacker.

Once you are in range to attack, you can make an unarmed strike

Target must be at least 20ft from you to activate this ability.

  • Counter : 1 Ki Point

If an attacker succeeds an attack roll against you or an opponent that is adjacent to (within 5ft), you can use 1 Ki Point to use your reaction counter the attack causing it to do no damage and you can make an unarmed strike against it.

Knock-Out!

Starting at 6th level, Way of the Heavy Fist Monks have access to the "Knock-Out" (KO) condition that they can apply to their opponents.

Knock-Out Condition:

    • All players, allies, and creatures have advantage on attacks against KO’d opponents
    • Cannot move or attack
    • KO’d opponents instantly fail all saving throws
    • The opponent must make a constitution saving throw to end the KO effect. Save DC = (8+Proficiency+Con)
    • If the opponent is knocked unconscious, then succeeds save throw to wake up, it cannot move and has disadvantage on attacks & saving throws until the beginning of its next turn

Shadow Boxing

Starting at 6th Level, during a short rest, you can concentrate on your desired opponent to the point where you can see a thin visage of them. You learn your opponent’s movements and attacks, giving you a slight advantage over them next time you battle them. You must finish a long rest before you can use this ability again.

When in battle with this opponent, you have advantage on attack rolls and saves until the end of your 3rd turn. 

Additionally, during these turns you have a 10% chance to KO an opponent on each successful hit.

King of The Ring

Starting at 11th Level, Once per long rest: You can use a bonus action during an encounter to imagine a 20ft Cube boxing ring on the battlefield. You gain advantage on attack rolls against any opponents within this area of effect.  If you attack an opponent within this area of effect, then they have a 10% of being KO’d

If an opponent that is marked by your “Shadow Boxing” feature is within this area of effect, then they have a 20% chance of being KO’d until its effect ends.

This area of effect wears off after 1 minute.

The Zone

Starting at 17th Level, you have trained endlessly and your fists have met countless foes. Your ability to see through your opponent’s moves can now be harnessed into a moment of zen often referred to as “The Zone”.

Once per long rest, during battle you can use your action to enter a meditative state. You must concentrate until the start of your next turn to receive the following effects up to 1 minute:

  • Advantage on attack rolls on opponents
  • Opponents have disadvantage on attack rolls and ability checks against you
  • Add your proficiency bonus to your damage calculation
  • Gain 3 Ki Points (Only Occurs on your 1st turn of “The Zone”)

You must expend 1 Ki Point per turn to keep this ability activated.

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