Base Class: Monk
Way of the Iron Fist
Monks of the Way of the Iron Fist are descendants of a legendary warrior said to be able to level mountains with a single punch. They learn to channel their ki into their fist, giving it supernatural strength, heal and cleanse themselves or others, and become a nearly unstoppable fighting force.
Like Unto Iron
Starting when you choose this tradition at 3rd Level, you can channel your ki into your fist to give it supernatural strength and durability. While you are not wearing armor, using a shield, or wielding a weapon, you can spend a ki point to gain the following benefits for 1 minute or until your concentration is broken (as if concentrating on a spell):
- You roll a d6 in place of the normal damage for your unarmed strikes. This die changes to a d8 at 5th Level, a d10 at 11th Level, and a d12 at 17th Level.
- Your unarmed strikes deal force damage instead of bludgeoning. Contructs and natural materials like wood and stone take double damage from your unarmed strikes.
- Your Deflect Missiles feature can be used against melee weapon attacks as well as ranged weapon attacks. If you reduce the damage of a melee weapon attack to 0, you can spend a ki point to to make an attack with an unarmed strike as part of the same reaction
At 6th Level, you can add your Wisdom modifier to the damage rolls of any unarmed strikes you make while you maintain concentration.
Eddies of Chi
At 6th Level, you gain the ability to heal yourself and others. As an Action, you can touch yourself or another creature and spend 1 to 3 ki points. Roll 1d8 for each ki point spent and add your Wisdom modifier. The targeted creature heals that many hit points.
You can use this feature a number of times equal to your Monk level after which you regain all expended uses when you finish a long rest.
At 11th Level, if you spend at least 2 ki points when you use this feature, you can also end one disease or blinded, deafened, paralyzed, or poisoned condition afflicting the targeted creature.
Earthshaker
At 11th Level, your fist is strong enough to break the earth with a single punch. As an Action, you can spend 3 ki points to punch the ground and cause a shockwave to expand out in front of you. Each creature in a 60-foot cone must make a Dexterity saving throw against your Ki save DC. On a failed save, a creature takes bludgeoning damage equal to three rolls of your Martial Arts die and falls prone as the ground shatters and splits beneath them. On successful save, a creature takes half as much damage and does not fall prone. The ground in the area becomes difficult terrain until it is repaired through natural or magical means.
If you use this feature from an elevated position such as from the peak of a mountain or the top of a cliff, creatures below you in the area are subjected to the avalanche and rockslide rules.
Once you use this feature, you may not do so again until you finish a short or long rest.
Immortal Weapon
At 17th Level, you have mastered the ancient teaching of your ancestors, becoming a nearly unstoppable fighting force. When you use your Like Unto Iron feature, you can instead spend 5 ki points to gain the benefits for 10 minutes or until your concentration is broken (as if concentrating on a spell). While concentrating, you gain the following additional benefits:
- You have resistance to all damage except psychic damage.
- You have advantage on saving throws on maintaining concentration as well as against being Charmed, Frightened, Paralyzed, and Stunned.
- At the start of each of your turns, you regain hit points equal to one roll of your Martial Arts die plus your Wisdom modifier
You can spend a ki point to extend the duration of Immortal Weapon by 1 minute. If you do so, you gain 1 level of Exhaustion when Immortal Weapon ends. Once you use this feature, you may not do so again until you finish a long rest.







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Posted Nov 19, 2025Some of the features you presented here became obsolete after the revision of the Monk class in D&D 2024. Have you ever made an update? Maybe you should make a new version incorporating the changes you suggested on reddit, and revise the powers that turned irrelevant.
For the 3rd level "Like Unto Iron" feature, I think for 1 focus point you could have a mightier power for a lesser amount of time. I'd go for a one turn duration, but with the damage adjusted this way:
Level Damage
1 2d4
5 2d6
11 2d8
17 2d10
Besides, I think dealing force damage is good, but maybe the double damage versus objects or constructs is too much. One option would be that you could ignore the eventual damage reduction from this kind of target. As for the Deflect, since the 2024 monk already has Deflect attacks, the only modification would be that during this turn the redirection would use the enhanced damage as a base for the ability (double the Martial Arts Die at 5th level would be 4d6, for instance). I would not use the Wisdom modifier at 6th level, though.
As for the 6th level "Eddies of chi" feature, the only change I'd made would be lifting the restriction on using 2 focus points to end conditions only at level 11.
I think the 11th level "Earthshaker" feature is fine. I'd add that if you use more than once before a rest, you gain 1 level of Exhaustion for each extra use.
Finally, for 17th level "Immortal weapon" feature, I think the duration of 10 minutes is more than enough. I think you could limit the damage resistance just to attacks that include bludgeoning, piercing, and slashing damage, but not restricting to non-magical attacks. As you suggested on Reddit, immunity to being frightened instead of all advantages would be OK. I also think that temporary HP would be better, using the enhanced Martial Arts Die. Finally, I would not use the rule for extending the duration, but would allow you to - instead of once - use it for a number equal to your Wisdom bonus, before a long rest, if you have enough focus points to spend, of course.