Monk
Base Class: Monk

A monk on the way of the Fist pursues peak physical condition and control over the body. Those of the Fist are expected to strike true and strike hard, not holding back in a fight, and to honor thy opponent.

Fist of Steel

Starting when you choose this tradition at 3rd level, you learn to focus your ki into your fists. When you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of bludgeoning damage and is not pushed back.

Rupturing Strike

Starting at the 6th level, anytime you finish a long rest choose one type of damage: bludgeoning, piercing, slashing, cold, lightning, necrotic, thunder, or fire. Whenever you land your first unarmed strike on a creature during your turn, you deal 1d6 extra damage of your chosen type. If you select bludgeoning, piercing, or slashing damage, it counts as magical damage. You loose this feature whenever you finish a long rest.

 

Upon reaching the 11th level, this damage increases to 2d6.

Precise Strike

Beginning at 11th level, you learn to focus your strikes to extreme precision. You gain precise strikes equal to your proficiency bonus.

Precise Strike: As an action, you choose a target, that target must make a constitution saving throw. On a failed save, they take 2d6 bludgeoning damage and suffer -3 to their AC for 1 minute. On a successful save, they suffer no damage but a -1 to their AC for 1 minute.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

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